Sample records for game engine technology

  1. 75 FR 70691 - International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), Engineering...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-11-18

    ... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-73,477] International Game..., applicable to workers of International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII... International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), and Engineering. The...

  2. Game engines and immersive displays

    NASA Astrophysics Data System (ADS)

    Chang, Benjamin; Destefano, Marc

    2014-02-01

    While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.

  3. Streamlining Simulation Development using a Commercial Game Engine

    DTIC Science & Technology

    2009-10-01

    few years. The realism is stunning and the Commercial Game Industry fuels the fire of cutting edge advances in hardware and immersive experiences...Technology applies to Military training in more than just the obvious upgrades in game engines and hardware. The increased visual realism and performance...elaborate storytelling and cinematic effects provide a more immersive and compelling experience to the player. The underlying game engine technology

  4. Comparison of Physics Frameworks for WebGL-Based Game Engine

    NASA Astrophysics Data System (ADS)

    Yogya, Resa; Kosala, Raymond

    2014-03-01

    Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.

  5. A survey on adaptive engine technology for serious games

    NASA Astrophysics Data System (ADS)

    Rasim, Langi, Armein Z. R.; Munir, Rosmansyah, Yusep

    2016-02-01

    Serious Games has become a priceless tool in learning because it can simulate abstract concept to appear more realistic. The problem faced is that the players have different ability in playing the games. This causes the players to become frustrated if the game is too difficult or to get bored if it is too easy. Serious games have non-player character (NPC) in it. The NPC should be able to adapt to the players in such a way so that the players can feel comfortable in playing the games. Because of that, serious games development must involve an adaptive engine, which is by applying a learning machine that can adapt to different players. The development of adaptive engine can be viewed in terms of the frameworks and the algorithms. Frameworks include rules based, plan based, organization description based, proficiency of player based, and learning style and cognitive state based. Algorithms include agents based and non-agent based

  6. Gaming Research for Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy

    2009-01-01

    This study assesses the use of gaming to teach Science, Technology, Engineering, and Mathematics (STEM) in public education. The intent of the investigation was to identify attitudes about gaming and its use in education, as well as the need to utilize gaming as a platform to serve as an integrator of STEM subject matter. Participants included…

  7. Gaming, texting, learning? Teaching engineering ethics through students' lived experiences with technology.

    PubMed

    Voss, Georgina

    2013-09-01

    This paper examines how young peoples' lived experiences with personal technologies can be used to teach engineering ethics in a way which facilitates greater engagement with the subject. Engineering ethics can be challenging to teach: as a form of practical ethics, it is framed around future workplace experience in a professional setting which students are assumed to have no prior experience of. Yet the current generations of engineering students, who have been described as 'digital natives', do however have immersive personal experience with digital technologies; and experiential learning theory describes how students learn ethics more successfully when they can draw on personal experience which give context and meaning to abstract theories. This paper reviews current teaching practices in engineering ethics; and examines young people's engagement with technologies including cell phones, social networking sites, digital music and computer games to identify social and ethical elements of these practices which have relevance for the engineering ethics curricula. From this analysis three case studies are developed to illustrate how facets of the use of these technologies can be drawn on to teach topics including group work and communication; risk and safety; and engineering as social experimentation. Means for bridging personal experience and professional ethics when teaching these cases are discussed. The paper contributes to research and curriculum development in engineering ethics education, and to wider education research about methods of teaching 'the net generation'.

  8. Advances in Games Technology: Software, Models, and Intelligence

    ERIC Educational Resources Information Center

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  9. Tactical Application of Gaming Technologies for Improved Battlespace Management

    DTIC Science & Technology

    2007-01-01

    the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these

  10. Game Development as a Pathway to Information Technology Literacy

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2016-01-01

    Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…

  11. Using Game Development to Engage Students in Science and Technology

    NASA Technical Reports Server (NTRS)

    Wiacek, John

    2011-01-01

    Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.

  12. Game Engineering a Multiagent Systems Perspective

    DTIC Science & Technology

    2016-07-21

    AFRL-AFOSR-VA-TR-2016-0260 Game Engineering A Multiagent Systems Perspective Jason Marden REGENTS OF THE UNIVERSITY OF COLORADO THE 3100 MARINE ST...21-06-2016 2. REPORT TYPE Final Report 3. DATES COVERED (From - To) 07/01/2012 - 06/30/2015 4. TITLE AND SUBTITLE Game Engineering A Multiagent...for public release. AFOSR  Project  Final  Summary   Jason  R.  Marden   Contract/Grant  Title:     Game Engineering A Multiagent

  13. Using Role-Playing Games to Broaden Engineering Education

    ERIC Educational Resources Information Center

    McConville, Jennifer R.; Rauch, Sebastien; Helgegren, Ida; Kain, Jaan-Henrik

    2017-01-01

    Purpose: In today's complex society, there is an increasing demand to include a wider set of skills in engineering curricula, especially skills related to policy, society and sustainable development. Role-playing and gaming are active learning tools, which are useful for learning relationships between technology and society, problem solving in…

  14. A biotic game design project for integrated life science and engineering education.

    PubMed

    Cira, Nate J; Chung, Alice M; Denisin, Aleksandra K; Rensi, Stefano; Sanchez, Gabriel N; Quake, Stephen R; Riedel-Kruse, Ingmar H

    2015-03-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games.

  15. Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.

    PubMed

    Kleinschmidt, Carina; Haag, Martin

    2016-01-01

    Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.

  16. A Biotic Game Design Project for Integrated Life Science and Engineering Education

    PubMed Central

    Denisin, Aleksandra K.; Rensi, Stefano; Sanchez, Gabriel N.; Quake, Stephen R.; Riedel-Kruse, Ingmar H.

    2015-01-01

    Engaging, hands-on design experiences are key for formal and informal Science, Technology, Engineering, and Mathematics (STEM) education. Robotic and video game design challenges have been particularly effective in stimulating student interest, but equivalent experiences for the life sciences are not as developed. Here we present the concept of a "biotic game design project" to motivate student learning at the interface of life sciences and device engineering (as part of a cornerstone bioengineering devices course). We provide all course material and also present efforts in adapting the project's complexity to serve other time frames, age groups, learning focuses, and budgets. Students self-reported that they found the biotic game project fun and motivating, resulting in increased effort. Hence this type of design project could generate excitement and educational impact similar to robotics and video games. PMID:25807212

  17. Leveraging Gaming Technology to Deliver Effective Training

    NASA Technical Reports Server (NTRS)

    Cimino, James D.

    2011-01-01

    The best way to engage a soldier is to present them with training content consistent with their learning preference. Blended Interactive Multimedia Instruction (IMI) can be used to leach soldiers what they need to do, how to do each step, and utilize a COTS game engine to actually practices the skills learned. Blended IMI provides an enjoyable experience for the soldier, thereby increasing retention rates and motivation while decreasing the time to subject mastery. And now mobile devices have emerged as an exciting new platform, literally placing the training into the soldier's hands. In this paper, we will discuss how we leveraged commercial game engine technology, tightly integrated with the Blended IMI, to train soldiers on both laptops and mobile devices. We will provide a recent case study of how this training is being utilized, benefits and student/instructor feedback.

  18. Teaching engineering ethics using BLOCKS game.

    PubMed

    Lau, Shiew Wei; Tan, Terence Peng Lian; Goh, Suk Meng

    2013-09-01

    The aim of this study was to investigate the use of a newly developed design game called BLOCKS to stimulate awareness of ethical responsibilities amongst engineering students. The design game was played by seventeen teams of chemical engineering students, with each team having to arrange pieces of colored paper to produce two letters each. Before the end of the game, additional constraints were introduced to the teams such that they faced similar ambiguity in the technical facts that the engineers involved in the Challenger disaster had faced prior to the space shuttle launch. At this stage, the teams had to decide whether to continue with their original design or to develop alternative solutions. After the teams had made their decisions, a video of the Challenger explosion was shown followed by a post-game discussion. The students' opinion on five Statements on ethics was tracked via a Five-Item Likert survey which was administered three times, before and after the ethical scenario was introduced, and after the video and post-game discussion. The results from this study indicated that the combination of the game and the real-life incident from the video had generally strengthened the students' opinions of the Statements.

  19. Biomedical technology prosperity game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; Boyack, K.W.; Wesenberg, D.L.

    1996-07-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defensemore » Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology

  20. Dragonfly: strengthening programming skills by building a game engine from scratch

    NASA Astrophysics Data System (ADS)

    Claypool, Mark

    2013-06-01

    Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While games can be made from scratch, to simplify the programming required game development often uses game engines that handle complicated or frequently used components of the game. These game engines present the opportunity to strengthen programming skills and expose students to a range of fundamental computer science topics. While educational efforts have been effective in using game engines to improve computer science education, there have been no published papers describing and evaluating students building a game engine from scratch as part of their course work. This paper presents the Dragonfly-approach in which students build a fully functional game engine from scratch and make a game using their engine as part of a junior-level course. Details on the programming projects are presented, as well as an evaluation of the results from two offerings that used Dragonfly. Student performance on the projects as well as student assessments demonstrates the efficacy of having students build a game engine from scratch in strengthening their programming skills.

  1. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    PubMed

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  2. Teaching introductory game development with unreal engine: Challenges, strategies, and experiences

    NASA Astrophysics Data System (ADS)

    Head, Nicholas A.

    From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects

  3. The Emergence of Agent-Based Technology as an Architectural Component of Serious Games

    NASA Technical Reports Server (NTRS)

    Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel

    2010-01-01

    The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).

  4. Using virtual reality and game technology to assist command and control

    NASA Astrophysics Data System (ADS)

    Riead, Lorien H.; Straub, James; Mangino, Joseph

    2017-04-01

    Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.

  5. An overview of game-based learning in building services engineering education

    NASA Astrophysics Data System (ADS)

    Alanne, Kari

    2016-03-01

    To ensure proper competence development and short graduation times for engineering students, it is essential that the study motivation is encouraged by new learning methods. In game-based learning, the learner's engagement is increased and learning is made meaningful by applying game-like features such as competition and rewarding through virtual promotions or achievement badges. In this paper, the state of the art of game-based learning in building services engineering education at university level is reviewed and discussed. A systematic literature review indicates that educational games have been reported in the field of related disciplines, such as mechanical and civil engineering. The development of system-level educational games that realistically simulate work life in building services engineering is still in its infancy. Novel rewarding practices and more comprehensive approaches entailing the state-of-the-art information tools such as building information modelling, geographic information systems, building management systems and augmented reality are needed in the future.

  6. Supporting Educational Games in Higher Education: The Creation and Implementation of Custom Game Engine for a University

    ERIC Educational Resources Information Center

    Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris

    2017-01-01

    Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…

  7. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    PubMed Central

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  8. Game on, science - how video game technology may help biologists tackle visualization challenges.

    PubMed

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  9. Game-Like Technology Innovation Education

    ERIC Educational Resources Information Center

    Magnussen, Rikke

    2011-01-01

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…

  10. Focus on Games & Simulations: Trends+Technologies+Case Studies

    ERIC Educational Resources Information Center

    Weinstein, Margery

    2011-01-01

    A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…

  11. Virtual Technologies to Develop Visual-Spatial Ability in Engineering Students

    ERIC Educational Resources Information Center

    Roca-González, Cristina; Martin-Gutierrez, Jorge; García-Dominguez, Melchor; Carrodeguas, Mª del Carmen Mato

    2017-01-01

    The present study assessed a short training experiment to improve spatial abilities using two tools based on virtual technologies: one focused on manipulation of specific geometric virtual pieces, and the other consisting of virtual orienteering game. The two tools can help improve spatial abilities required for many engineering problem-solving…

  12. Technology Games: Using Wittgenstein for Understanding and Evaluating Technology.

    PubMed

    Coeckelbergh, Mark

    2017-08-15

    In the philosophy of technology after the empirical turn, little attention has been paid to language and its relation to technology. In this programmatic and explorative paper, it is proposed to use the later Wittgenstein, not only to pay more attention to language use in philosophy of technology, but also to rethink technology itself-at least technology in its aspect of tool, technology-in-use. This is done by outlining a working account of Wittgenstein's view of language (as articulated mainly in the Investigations) and by then applying that account to technology-turning around Wittgenstein's metaphor of the toolbox. Using Wittgenstein's concepts of language games and form of life and coining the term 'technology games', the paper proposes and argues for a use-oriented, holistic, transcendental, social, and historical approach to technology which is empirically but also normatively sensitive, and which takes into account implicit knowledge and know-how. It gives examples of interaction with social robots to support the relevance of this project for understanding and evaluating today's technologies, makes comparisons with authors in philosophy of technology such as Winner and Ihde, and sketches the contours of a phenomenology and hermeneutics of technology use that may help us to understand but also to gain a more critical relation to specific uses of concrete technologies in everyday contexts. Ultimately, given the holism argued for, it also promises a more critical relation to the games and forms of life technologies are embedded in-to the ways we do things.

  13. Students Designing Video Games about Immunology: Insights for Science Learning

    ERIC Educational Resources Information Center

    Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie

    2011-01-01

    Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…

  14. Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach

    ERIC Educational Resources Information Center

    Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei

    2015-01-01

    Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…

  15. Effects of Game Technology on Elementary Student Learning in Mathematics

    ERIC Educational Resources Information Center

    Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot

    2012-01-01

    This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…

  16. Comparison of China-US Engineering Ethics Educations in Sino-Western Philosophies of Technology.

    PubMed

    Cao, Gui Hong

    2015-12-01

    Ethics education has become essential in modern engineering. Ethics education in engineering has been increasingly implemented worldwide. It can improve ethical behaviors in technology and engineering design under the guidance of the philosophy of technology. Hence, this study aims to compare China-US engineering ethics education in Sino-Western philosophies of technology by using literature studies, online surveys, observational researches, textual analyses, and comparative methods. In my original theoretical framework and model of input and output for education, six primary variables emerge in the pedagogy: disciplinary statuses, educational goals, instructional contents, didactic models, teaching methods, and edificatory effects. I focus on the similarities and differences of engineering ethics educations between China and the U.S. in Chinese and Western philosophies of technology. In the field of engineering, the U.S. tends toward applied ethics training, whereas China inclines toward practical moral education. The U.S. is the leader, particularly in the amount of money invested and engineering results. China has quickened its pace, focusing specifically on engineering labor input and output. Engineering ethics is a multiplayer game effected at various levels among (a) lower level technicians and engineers, engineering associations, and stockholders; (b) middle ranking engineering ethics education, the ministry of education, the academy of engineering, and the philosophy of technology; and (c) top national and international technological policies. I propose that professional engineering ethics education can play many important roles in reforming engineering social responsibility by international cooperation in societies that are becoming increasingly reliant on engineered devices and systems. Significantly, my proposals contribute to improving engineering ethics education and better-solving engineering ethics issues, thereby maximizing engineering

  17. Learning through social interaction in game technology.

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Waern, Annika; Raybourn, Elaine Marie

    2005-05-01

    The present ITSE journal special issue on 'Learning About Social Interaction through Gaming' is the result of an invitation to the attendees of a one-day workshop on 'Social Learning Through Gaming' co-organized by the guest editors and held at the Human Factors in Computing Systems (CHI) conference on April 26, 2004 in Vienna, Austria. CHI is one of the premiere conferences on human-computer interaction. CHI 2004 attracted hundreds of delegates from all over the world. The CHI workshop program results from a competitive selection process. The Social Learning through Gaming workshop was filled to capacity and attended by approximately 25more » participants from Europe and North America who submitted position papers that were refereed and selected for participation based on the relevancy and innovativeness of the research. The participants came together to share research on play, learning, games, interactive technologies, and what playing and designing games can teach us about social behaviors. The present special issue focuses on learning about social aspects through gaming: learning to socialize through games and learning games through social behavior.« less

  18. Gas Station Pricing Game: A Lesson in Engineering Economics and Business Strategies.

    ERIC Educational Resources Information Center

    Sin, Aaron; Center, Alfred M.

    2002-01-01

    Describes an educational game designed for engineering majors that demonstrates engineering economics and business strategies, specifically the concepts of customer perception of product value, convenience, and price differentiation. (YDS)

  19. An Interactive, Physics-Based Unmanned Ground Vehicle Simulator Leveraging Open Source Gaming Technology: Progress in the Development and Application of the Virtual Autonomous Navigation Environment (VANE) Desktop

    DTIC Science & Technology

    2009-01-01

    interface, mechatronics, video games 1. INTRODUCTION Engineering methods have substantially and continuously evolved over the past 40 years. In the past...1970s, video games have pioneered interactive simulation and laid the groundwork for inexpensive computing that individuals, corporations, and...purposes. This has not gone unnoticed, and software technology and techniques evolved for video games are beginning to have extraordinary impact in

  20. Virtual Space Exploration: Let's Use Web-Based Computer Game Technology to Boost IYA 2009 Public Interest

    NASA Astrophysics Data System (ADS)

    Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.

    2008-09-01

    With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development

  1. Visualizing and modelling complex rockfall slopes using game-engine hosted models

    NASA Astrophysics Data System (ADS)

    Ondercin, Matthew; Hutchinson, D. Jean; Harrap, Rob

    2015-04-01

    Innovations in computing in the past few decades have resulted in entirely new ways to collect 3d geological data and visualize it. For example, new tools and techniques relying on high performance computing capabilities have become widely available, allowing us to model rockfalls with more attention to complexity of the rock slope geometry and rockfall path, with significantly higher quality base data, and with more analytical options. Model results are used to design mitigation solutions, considering the potential paths of the rockfall events and the energy they impart on impacted structures. Such models are currently implemented as general-purpose GIS tools and in specialized programs. These tools are used to inspect geometrical and geomechanical data, model rockfalls, and communicate results to researchers and the larger community. The research reported here explores the notion that 3D game engines provide a high speed, widely accessible platform on which to build rockfall modelling workflows and to provide a new and accessible outreach method. Taking advantage of the in-built physics capability of the 3D game codes, and ability to handle large terrains, these models are rapidly deployed and generate realistic visualizations of rockfall trajectories. Their utility in this area is as yet unproven, but preliminary research shows that they are capable of producing results that are comparable to existing approaches. Furthermore, modelling of case histories shows that the output matches the behaviour that is observed in the field. The key advantage of game-engine hosted models is their accessibility to the general public and to people with little to no knowledge of rockfall hazards. With much of the younger generation being very familiar with 3D environments such as Minecraft, the idea of a game-like simulation is intuitive and thus offers new ways to communicate to the general public. We present results from using the Unity game engine to develop 3D voxel worlds

  2. Infusion of a Gaming Paradigm into Computer-Aided Engineering Design Tools

    DTIC Science & Technology

    2012-05-03

    Virtual Test Bed (VTB), and the gaming tool, Unity3D . This hybrid gaming environment coupled a three-dimensional (3D) multibody vehicle system model...from Google Earth to the 3D visual front-end fabricated around Unity3D . The hybrid environment was sufficiently developed to support analyses of the...ndFr Cti3r4 G’OjrdFr ctior-2 The VTB simulation of the vehicle dynamics ran concurrently with and interacted with the gaming engine, Unity3D which

  3. The Usability of a Commercial Game Physics Engine to Develop Physics Educational Materials: An Investigation

    ERIC Educational Resources Information Center

    Price, Colin B.

    2008-01-01

    Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…

  4. Introducing Serious Games with Wikis: Empowering the Teacher with Simple Technologies

    ERIC Educational Resources Information Center

    van Rosmalen, Peter; Westera, Wim

    2014-01-01

    Despite the continuous and abundant growth of the game market the uptake of games in education has been hampered by the general impression that games require complex technologies and that games are difficult to organise and to embed in education curriculums. This article explores to what extent a simple serious game scenario that can be easily…

  5. Enhancing the Gaming Experience Using 3D Spatial User Interface Technologies.

    PubMed

    Kulshreshth, Arun; Pfeil, Kevin; LaViola, Joseph J

    2017-01-01

    Three-dimensional (3D) spatial user interface technologies have the potential to make games more immersive and engaging and thus provide a better user experience. Although technologies such as stereoscopic 3D display, head tracking, and gesture-based control are available for games, it is still unclear how their use affects gameplay and if there are any user performance benefits. The authors have conducted several experiments on these technologies in game environments to understand how they affect gameplay and how we can use them to optimize the gameplay experience.

  6. Surveying In-Service Teachers' Beliefs about Game-Based Learning and Perceptions of Technological Pedagogical and Content Knowledge of Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Tsai, Meng-Jung; Chang, Yu-Hsuan; Liang, Jyh-Chong

    2017-01-01

    Using the Game-based-learning Teaching Belief Scale (GTBS) and the Technological Pedagogical Content Knowledge--Games questionnaire (TPACK-G), this study investigated 316 Taiwanese in-service teachers' teaching beliefs about game-based learning and their perceptions of game-based pedagogical content knowledge (GPCK). Both t-tests and ANOVA…

  7. Internet Gaming Addiction: A Technological Hazard.

    PubMed

    Sachdeva, Ankur; Verma, Rohit

    2015-12-01

    The Internet is considered a beneficial tool in research, communication, and information. Still, its excessive and prolonged use has the potential of causing addiction. The presentation of this technological hazard may range from a mild socio-personal distress to a gross disorganization in behavior and self-care. No reported study on Internet gaming addiction is available from India. We reported a case of two brothers, diagnosed with Internet gaming addiction, who showed grossly disorganized behavior and severely compromised self-care. The condition was managed by pharmacological and non-pharmacological therapies, with sustained improvement after 6 months follow up. Internet gaming addiction may cause severe personal, social, and occupational problems. Despite the range of severity and various presentations of this disorder, DSM-5 lacks the severity classifier. Early identification and management may result in complete recovery.

  8. Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online virtual environments. This technology has been used to generate a range of interactive Virtual Reality (VR) learning environments across a spectrum of…

  9. Using Agent-Based Technologies to Enhance Learning in Educational Games

    ERIC Educational Resources Information Center

    Tumenayu, Ogar Ofut; Shabalina, Olga; Kamaev, Valeriy; Davtyan, Alexander

    2014-01-01

    Recent research has shown that educational games positively motivate learning. However, there is a little evidence that they can trigger learning to a large extent if the game-play is supported by additional activities. We aim to support educational games development with an Agent-Based Technology (ABT) by using intelligent pedagogical agents that…

  10. A systematic review of game technologies for pediatric patients.

    PubMed

    Jurdi, Sandra; Montaner, Jorge; Garcia-Sanjuan, Fernando; Jaen, Javier; Nacher, Vicente

    2018-06-01

    Children in hospital are subjected to multiple negative stimuli that may hinder their development and social interactions. Although game technologies are thought to improve children's experience in hospital, there is a lack of information on how they can be used effectively. This paper presents a systematic review of the literature on the existing approaches in this context to identify gaps for future research. A total of 1305 studies were identified, of which 75 were thoroughly analyzed according to our review protocol. The results show that the most common approach is to design mono-user games with traditional computers or monitor-based video consoles, which serve as a distractor or a motivator for physical rehabilitation for primary school children undergoing fearful procedures such as venipuncture, or those suffering chronic, neurological, or traumatic diseases/injures. We conclude that, on the one hand, game technologies seem to present physical and psychological benefits to pediatric patients, but more research is needed on this. On the other hand, future designers of games for pediatric hospitalization should consider: 1. The development for kindergarten patients and adolescents, 2. Address the psychological impact caused by long-term hospitalization, 3. Use collaboration as an effective game strategy to reduce patient isolation, 4. Have purposes other than distraction, such as socialization, coping with emotions, or fostering physical mobility, 5. Include parents/caregivers and hospital staff in the game activities; and 6. Exploit new technological artifacts such as robots and tangible interactive elements to encourage intrinsic motivation. Copyright © 2018 Elsevier Ltd. All rights reserved.

  11. Introduction to Chemical Engineering Reactor Analysis: A Web-Based Reactor Design Game

    ERIC Educational Resources Information Center

    Orbey, Nese; Clay, Molly; Russell, T.W. Fraser

    2014-01-01

    An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…

  12. Medical student attitudes toward video games and related new media technologies in medical education

    PubMed Central

    2010-01-01

    Background Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Methods Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. Results 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Conclusions Overall, medical student respondents, including many who do not play video games, held highly favorable views about

  13. Medical student attitudes toward video games and related new media technologies in medical education.

    PubMed

    Kron, Frederick W; Gjerde, Craig L; Sen, Ananda; Fetters, Michael D

    2010-06-24

    Studies in K-12 and college students show that their learning preferences have been strongly shaped by new media technologies like video games, virtual reality environments, the Internet, and social networks. However, there is no known research on medical students' game experiences or attitudes towards new media technologies in medical education. This investigation seeks to elucidate medical student experiences and attitudes, to see whether they warrant the development of new media teaching methods in medicine. Medical students from two American universities participated. An anonymous, 30-item, cross-sectional survey addressed demographics, game play experience and attitudes on using new media technologies in medical education. Statistical analysis identified: 1) demographic characteristics; 2) differences between the two universities; 3) how video game play differs across gender, age, degree program and familiarity with computers; and 4) characteristics of students who play most frequently. 217 medical students participated. About half were female (53%). Respondents liked the idea of using technology to enhance healthcare education (98%), felt that education should make better use of new media technologies (96%), and believed that video games can have educational value (80%). A majority (77%) would use a multiplayer online healthcare simulation on their own time, provided that it helped them to accomplish an important goal. Men and women agreed that they were most inclined to use multiplayer simulations if they were fun (97%), and if they helped to develop skill in patient interactions (90%). However, there was significant gender dissonance over types of favorite games, the educational value of video games, and the desire to participate in games that realistically replicated the experience of clinical practice. Overall, medical student respondents, including many who do not play video games, held highly favorable views about the use of video games and related new

  14. Video games for diabetes self-management: examples and design strategies.

    PubMed

    Lieberman, Debra A

    2012-07-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.

  15. FY04 Engineering Technology Reports Technology Base

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Sharpe, R M

    2005-01-27

    Lawrence Livermore National Laboratory's Engineering Directorate has two primary discretionary avenues for its investment in technologies: the Laboratory Directed Research and Development (LDRD) program and the ''Tech Base'' program. This volume summarizes progress on the projects funded for technology-base efforts in FY2004. The Engineering Technical Reports exemplify Engineering's more than 50-year history of researching and developing (LDRD), and reducing to practice (technology-base) the engineering technologies needed to support the Laboratory's missions. Engineering has been a partner in every major program and project at the Laboratory throughout its existence, and has prepared for this role with a skilled workforce and technicalmore » resources. This accomplishment is well summarized by Engineering's mission: ''Enable program success today and ensure the Laboratory's vitality tomorrow''. LDRD is the vehicle for creating those technologies and competencies that are cutting edge. These require a significant level of research or contain some unknown that needs to be fully understood. Tech Base is used to apply those technologies, or adapt them to a Laboratory need. The term commonly used for Tech Base projects is ''reduction to practice''. Tech Base projects effect the natural transition to reduction-to-practice of scientific or engineering methods that are well understood and established. They represent discipline-oriented, core competency activities that are multi-programmatic in application, nature, and scope. The objectives of technology-base funding include: (1) the development and enhancement of tools and processes to provide Engineering support capability, such as code maintenance and improved fabrication methods; (2) support of Engineering science and technology infrastructure, such as the installation or integration of a new capability; (3) support for technical and administrative leadership through our technology Centers; and (4) the initial

  16. Virtual reality and interactive gaming technology for obese and diabetic children: is military medical technology applicable?

    PubMed

    Talbot, Thomas Brett

    2011-03-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. © 2011 Diabetes Technology Society.

  17. Nursing students' attitudes toward video games and related new media technologies.

    PubMed

    Lynch-Sauer, Judith; Vandenbosch, Terry M; Kron, Frederick; Gjerde, Craig Livingston; Arato, Nora; Sen, Ananda; Fetters, Michael D

    2011-09-01

    Little is known about Millennial nursing students' attitudes toward computer games and new media in nursing education and whether these attitudes differ between undergraduates and graduates. This study elicited nursing students' experience with computer games and new media, their attitudes toward various instructional styles and methods, and the role of computer games and new media technologies in nursing education. We e-mailed all nursing students enrolled in two universities to invite their participation in an anonymous cross-sectional online survey. The survey collected demographic data and participants' experience with and attitudes toward video gaming and multi-player online health care simulations. We used descriptive statistics and logistic regression to compare the differences between undergraduates and graduates. Two hundred eighteen nursing students participated. Many of the nursing students support using new media technologies in nursing education. Nurse educators should identify areas suitable for new media integration and further evaluate the effectiveness of these technologies. Copyright 2011, SLACK Incorporated.

  18. A Virtual Education: Guidelines for Using Games Technology

    ERIC Educational Resources Information Center

    Schofield, Damian

    2014-01-01

    Advanced three-dimensional virtual environment technology, similar to that used by the film and computer games industry, can allow educational developers to rapidly create realistic online vir-tual environments. This technology has been used to generate a range of interactive Virtual Real-ity (VR) learning environments across a spectrum of…

  19. State-of-the-Art Model Driven Game Development: A Survey of Technological Solutions for Game-Based Learning

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin

    2011-01-01

    Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…

  20. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    ERIC Educational Resources Information Center

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  1. Virtual Reality and Interactive Gaming Technology for Obese and Diabetic Children: Is Military Medical Technology Applicable?

    PubMed Central

    Talbot, Major Thomas “Brett”

    2011-01-01

    The Telemedicine and Advanced Technology Research Center has pursued a number of technologies that may have application to the problems of obesity and diabetes management in children. Children are getting fatter because of increased caloric intake and less physical activity. Furthermore, technology advances have failed to significantly improve metabolic control of type 1 diabetes. Behavioral strategies should target video games, mobile phones, and other popular items used by children and seen by them as necessities. Exergaming is considerably more active than traditional video gaming and can be equivalent to moderate-intensity exercise. Diabetes equipment such as continuous glucose monitors and insulin pumps lack integration and live connectivity and suffer from a poor user interface. In contrast, mobile phones offer wireless connectivity, an excellent voice-enabled interface, and cloud connectivity that could possibly serve as a motivational and compliance tool for diabetes patients through text messaging to the patient, parents, and physician. Mobile phones have the potential to motivate and educate obese children as well. Exergaming for obese children could also be integrated into award systems of game consoles and game play time. The key to successful implementation of these strategies depends on the ability to integrate and connect the various technologies. PMID:21527087

  2. Therapists' perceptions of social media and video game technologies in upper limb rehabilitation.

    PubMed

    Tatla, Sandy K; Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, H F Machiel

    2015-03-10

    The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians' perspectives regarding technology adoption by their clients. The objective of our study was to explore therapists' perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that clinicians will adopt innovative technologies.

  3. The Effect of Playing a Logic Game on Student Learning in Physics.

    ERIC Educational Resources Information Center

    Parsons, Ralph

    The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…

  4. Therapists’ Perceptions of Social Media and Video Game Technologies in Upper Limb Rehabilitation

    PubMed Central

    Shirzad, Navid; Lohse, Keith R; Virji-Babul, Naznin; Hoens, Alison M; Holsti, Liisa; Li, Linda C; Miller, Kimberly J; Lam, Melanie Y; Van der Loos, HF Machiel

    2015-01-01

    Background The application of technologies, such as video gaming and social media for rehabilitation, is garnering interest in the medical field. However, little research has examined clinicians’ perspectives regarding technology adoption by their clients. Objective The objective of our study was to explore therapists’ perceptions of how young people and adults with hemiplegia use gaming and social media technologies in daily life and in rehabilitation, and to identify barriers to using these technologies in rehabilitation. Methods We conducted two focus groups comprised of ten occupational therapists/physiotherapists who provide neurorehabilitation to individuals with hemiplegia secondary to stroke or cerebral palsy. Data was analyzed using inductive thematic analysis. The diffusion of innovations theory provided a framework to interpret emerging themes. Results Therapists were using technology in a limited capacity. They identified barriers to using social media and gaming technology with their clients, including a lack of age appropriateness, privacy issues with social media, limited transfer of training, and a lack of accessibility of current systems. Therapists also questioned their role in the context of technology-based interventions. The opportunity for social interaction was perceived as a major benefit of integrated gaming and social media. Conclusions This study reveals the complexities associated with adopting new technologies in clinical practice, including the need to consider both client and clinician factors. Despite reporting several challenges with applying gaming and social media technology with clinical populations, therapists identified opportunities for increased social interactions and were willing to help shape the development of an upper limb training system that could more readily meet the needs of clients with hemiplegia. By considering the needs of both therapists and clients, technology developers may increase the likelihood that

  5. Fuel conservative aircraft engine technology

    NASA Technical Reports Server (NTRS)

    Nored, D. L.

    1978-01-01

    Technology developments for more fuel-efficiency subsonic transport aircraft are reported. Three major propulsion projects were considered: (1) engine component improvement - directed at current engines; (2) energy efficient engine - directed at new turbofan engines; and (3) advanced turboprops - directed at technology for advanced turboprop-powered aircraft. Each project is reviewed and some of the technologies and recent accomplishments are described.

  6. Using game engine for 3D terrain visualisation of GIS data: A review

    NASA Astrophysics Data System (ADS)

    Che Mat, Ruzinoor; Shariff, Abdul Rashid Mohammed; Nasir Zulkifli, Abdul; Shafry Mohd Rahim, Mohd; Hafiz Mahayudin, Mohd

    2014-06-01

    This paper reviews on the 3D terrain visualisation of GIS data using game engines that are available in the market as well as open source. 3D terrain visualisation is a technique used to visualise terrain information from GIS data such as a digital elevation model (DEM), triangular irregular network (TIN) and contour. Much research has been conducted to transform the 2D view of map to 3D. There are several terrain visualisation softwares that are available for free, which include Cesium, Hftool and Landserf. This review paper will help interested users to better understand the current state of art in 3D terrain visualisation of GIS data using game engines.

  7. Small Engine Component Technology (SECT)

    NASA Technical Reports Server (NTRS)

    Early, M.; Dawson, R.; Zeiner, P.; Turk, M.; Benn, K.

    1986-01-01

    A study of small gas turbine engines was conducted to identify high payoff technologies for year-2000 engines and to define companion technology plans. The study addressed engines in the 186 to 746 KW (250 to 1000 shp) or equivalent thrust range for rotorcraft, commuter (turboprop), cruise missile (turbojet), and APU applications. The results show that aggressive advancement of high payoff technologies can produce significant benefits, including reduced SFC, weight, and cost for year-2000 engines. Mission studies for these engines show potential fuel burn reductions of 22 to 71 percent. These engine benefits translate into reductions in rotorcraft and commuter aircraft direct operating costs (DOC) of 7 to 11 percent, and in APU-related DOCs of 37 to 47 percent. The study further shows that cruise missile range can be increased by as much as 200 percent (320 percent with slurry fuels) for a year-2000 missile-turbojet system compared to a current rocket-powered system. The high payoff technologies were identified and the benefits quantified. Based on this, technology plans were defined for each of the four engine applications as recommended guidelines for further NASA research and technology efforts to establish technological readiness for the year 2000.

  8. Development Challenges of Game-Changing Entry System Technologies from Concept to Mission Infusion

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul

    2015-01-01

    Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies. Subsystem technologies for robotic and human missions?

  9. Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul

    2016-01-01

    Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies.

  10. Video Games for Diabetes Self-Management: Examples and Design Strategies

    PubMed Central

    Lieberman, Debra A.

    2012-01-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805

  11. Small Engine Component Technology (SECT) study

    NASA Technical Reports Server (NTRS)

    Singh, B.

    1986-01-01

    Small advanced (450 to 850 pounds thrust, 2002 to 3781 N) gas turbine engines were studied for a subsonic strategic cruise missile application, using projected year 2000 technology. An aircraft, mission characteristics, and baseline (state-of-the-art) engine were defined to evaluate technology benefits. Engine performance and configuration analyses were performed for two and three spool turbofan and propfan engine concepts. Mission and Life Cycle Cost (LCC) analyses were performed in which the candidate engines were compared to the baseline engines over a prescribed mission. The advanced technology engines reduced system LCC up to 41 percent relative to the baseline engine. Critical aerodynamic, materials, and mechanical systems turbine engine technologies were identified and program plans were defined for each identified critical technology.

  12. Video games: a route to large-scale STEM education?

    PubMed

    Mayo, Merrilea J

    2009-01-02

    Video games have enormous mass appeal, reaching audiences in the hundreds of thousands to millions. They also embed many pedagogical practices known to be effective in other environments. This article reviews the sparse but encouraging data on learning outcomes for video games in science, technology, engineering, and math (STEM) disciplines, then reviews the infrastructural obstacles to wider adoption of this new medium.

  13. A Review of the IEE's Involvement in Academic Gaming.

    ERIC Educational Resources Information Center

    Ellington, H. I.; And Others

    In partnership with the Institute of Technology in Aberdeen, the Institution of Electrical Engineers (IEE) has pioneered the development of a range of highly sophisticated simulation games and case studies based on realistic engineering scenarios for use in secondary and higher education and industrial training. The initial involvement of IEE in…

  14. Space Technology Mission Directorate: Game Changing Development

    NASA Technical Reports Server (NTRS)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  15. Examining the Relationship between Technology & Engineering Instruction and Technology & Engineering Literacy in K-8 Education

    ERIC Educational Resources Information Center

    Mitchell, Tamarra L.

    2017-01-01

    The purpose of this study was to examine the relationship between technology and engineering instruction and technology and engineering literacy in grades K-8. The factors identified and used for the purpose of this study were gender, socioeconomic status, race/ethnicity, and important modes of technology and engineering instruction. These factors…

  16. Computer-based, Jeopardy™-like game in general chemistry for engineering majors

    NASA Astrophysics Data System (ADS)

    Ling, S. S.; Saffre, F.; Kadadha, M.; Gater, D. L.; Isakovic, A. F.

    2013-03-01

    We report on the design of Jeopardy™-like computer game for enhancement of learning of general chemistry for engineering majors. While we examine several parameters of student achievement and attitude, our primary concern is addressing the motivation of students, which tends to be low in a traditionally run chemistry lectures. The effect of the game-playing is tested by comparing paper-based game quiz, which constitutes a control group, and computer-based game quiz, constituting a treatment group. Computer-based game quizzes are Java™-based applications that students run once a week in the second part of the last lecture of the week. Overall effectiveness of the semester-long program is measured through pretest-postest conceptual testing of general chemistry. The objective of this research is to determine to what extent this ``gamification'' of the course delivery and course evaluation processes may be beneficial to the undergraduates' learning of science in general, and chemistry in particular. We present data addressing gender-specific difference in performance, as well as background (pre-college) level of general science and chemistry preparation. We outline the plan how to extend such approach to general physics courses and to modern science driven electives, and we offer live, in-lectures examples of our computer gaming experience. We acknowledge support from Khalifa University, Abu Dhabi

  17. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, Junhua

    2011-12-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  18. Design and development of the mobile game based on the J2ME technology

    NASA Astrophysics Data System (ADS)

    He, JunHua

    2012-01-01

    With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.

  19. Engineering and "Standards for Technological Literacy."

    ERIC Educational Resources Information Center

    Gorham, Douglas

    2002-01-01

    Describes the relationship between engineering and technological literacy, criteria used by the Accrediting Board for Engineering and Technology, and the role of professional engineering societies in promoting technological literacy. (SK)

  20. Engineering Technology Education: Bibliography 1989.

    ERIC Educational Resources Information Center

    Dyrud, Marilyn A., Comp.

    1990-01-01

    Over 200 references divided into 24 different areas are presented. Topics include administration, aeronautics, architecture, biomedical technology, CAD/CAM, civil engineering, computers, curriculum, electrical/electronics engineering, industrial engineering, industry and employment, instructional technology, laboratories, lasers, liberal studies,…

  1. Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention

    ERIC Educational Resources Information Center

    Russell, William D.; Newton, Mark

    2008-01-01

    Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…

  2. Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting

    NASA Astrophysics Data System (ADS)

    Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong

    There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.

  3. Pre-Engineering Program: Science, Technology, Engineering and Mathematics (STEM)

    DTIC Science & Technology

    2013-08-29

    educators in the Urbana-Champaign area. 15. SUBJECT TERMS STEM: science, technology , engineering, mathematics 16. SECURITY CLASSIFICATION OF: 19a. NAME...9132T-13-1-0002 4. TITLE AND SUBTITLE Pre-Engineering Program: Science, Technology , Engineering and Mathematics (STEM) 5c. PROGRAM ELEMENT NUMBER N...project was focused on underserved children in grades 1-6 who need, but have limited access to, out-of-school time STEM (science, technology

  4. Small Engine Component Technology (SECT) study

    NASA Technical Reports Server (NTRS)

    Larkin, T. R.

    1986-01-01

    The objective of this study is to identify high payoff technologies for year 2000 small gas turbine engines, and to provide a technology plan to guide research and technology efforts toward revolutionizing the small gas turbine technology base. The goal is to define the required technology to provide a 30 percent reduction in mission fuel burned, to reduce direct operating costs by at least 10 percent, and to provide increased reliability and durability of the gas turbine propulsion system. The baseline established to evaluate the year 2000 technology base was an 8-passenger commercial tilt-rotor aircraft powered by a current technology gas turbine engine. Three basic engine cycles were studied: the simple cycle engine, a waste heat recovery cycle, and a wave rotor engine cycle. For the simple cycle engine, two general arrangements were considered: the traditional concentric spool arrangement and a nonconcentric spool arrangement. Both a regenerative and a recuperative cycle were studied for the waste heat recovery cycle.

  5. Exploring Preschool Teachers' Technological Pedagogical Content Knowledge of Educational Games

    ERIC Educational Resources Information Center

    Hsu, Chung-Yuan; Liang, Jyh-Chong; Chai, Ching-Sing; Tsai, Chin-Chung

    2013-01-01

    Current technological pedagogical content knowledge (TPACK) studies are inclined to treat technology in a general manner, an approach which may not be able to provide adequate guidelines to improve teacher preparation and professional development when teaching with games. This study developed two new questionnaires, namely the Technological…

  6. Space Technology: Game Changing Development Deep Space Engine (DSE) 100 lbf and 5 lbf Thruster Development and Qualification

    NASA Technical Reports Server (NTRS)

    Barnett, Gregory

    2017-01-01

    Science mission studies require spacecraft propulsion systems that are high-performance, lightweight, and compact. Highly matured technology and low-cost, short development time of the propulsion system are also very desirable. The Deep Space Engine (DSE) 100-lbf thruster is being developed to meet these needs. The overall goal of this game changing technology project is to qualify the DSE thrusters along with 5-lbf attitude control thrusters for space flight and for inclusion in science and exploration missions. The aim is to perform qualification tests representative of mission duty cycles. Most exploration missions are constrained by mass, power and cost. As major propulsion components, thrusters are identified as high-risk, long-lead development items. NASA spacecraft primarily rely on 1960s' heritage in-space thruster designs and opportunities exist for reducing size, weight, power, and cost through the utilization of modern materials and advanced manufacturing techniques. Advancements in MON-25/MMH hypergolic bipropellant thrusters represent a promising avenue for addressing these deficiencies with tremendous mission enhancing benefits. DSE is much lighter and costs less than currently available thrusters in comparable thrust classes. Because MON-25 propellants operate at lower temperatures, less power is needed for propellant conditioning for in-space propulsion applications, especially long duration and/or deep-space missions. Reduced power results in reduced mass for batteries and solar panels. DSE is capable of operating at a wide propellant temperature range (between -22 F and 122 F) while a similar existing thruster operates between 45 F and 70 F. Such a capability offers robust propulsion operation as well as flexibility in design. NASA's Marshall Space Flight Center evaluated available operational Missile Defense Agency heritage thrusters suitable for the science and lunar lander propulsion systems.

  7. Serious gaming technology in major incident triage training: a pragmatic controlled trial.

    PubMed

    Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin

    2010-09-01

    By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.

  8. Small engine technology programs

    NASA Technical Reports Server (NTRS)

    Niedzwiecki, Richard W.

    1990-01-01

    Described here is the small engine technology program being sponsored at the Lewis Research Center. Small gas turbine research is aimed at general aviation, commuter aircraft, rotorcraft, and cruise missile applications. The Rotary Engine program is aimed at supplying fuel flexible, fuel efficient technology to the general aviation industry, but also has applications to other missions. The Automotive Gas Turbine (AGT) and Heavy-Duty Diesel Transport Technology (HDTT) programs are sponsored by DOE. The Compound Cycle Engine program is sponsored by the Army. All of the programs are aimed towards highly efficient engine cycles, very efficient components, and the use of high temperature structural ceramics. This research tends to be generic in nature and has broad applications. The HDTT, rotary technology, and the compound cycle programs are all examining approaches to minimum heat rejection, or 'adiabatic' systems employing advanced materials. The AGT program is also directed towards ceramics application to gas turbine hot section components. Turbomachinery advances in the gas turbine programs will benefit advanced turbochargers and turbocompounders for the intermittent combustion systems, and the fundamental understandings and analytical codes developed in the research and technology programs will be directly applicable to the system projects.

  9. A Framework for Structuring Learning Assessment in a Online Educational Game: Experiment Centered Design

    ERIC Educational Resources Information Center

    Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric

    2014-01-01

    Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…

  10. Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.

    PubMed

    Wang, Xiaohui; Goh, Dion Hoe-Lian

    2017-11-01

    The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.

  11. Creating Games as Authentic Learning in the Information Technology Classroom

    ERIC Educational Resources Information Center

    Frydenberg, Mark

    2015-01-01

    Teaching students to create computer games has become a common practice in both K-12 and tertiary education to introducing programming concepts, increasing student engagement, and recruiting majors and minors in technology fields. This study describes a project where first-year college students in an introductory technology concepts course use a…

  12. Design, engineering and utility of biotic games.

    PubMed

    Riedel-Kruse, Ingmar H; Chung, Alice M; Dura, Burak; Hamilton, Andrea L; Lee, Byung C

    2011-01-07

    Games are a significant and defining part of human culture, and their utility beyond pure entertainment has been demonstrated with so-called 'serious games'. Biotechnology--despite its recent advancements--has had no impact on gaming yet. Here we propose the concept of 'biotic games', i.e., games that operate on biological processes. Utilizing a variety of biological processes we designed and tested a collection of games: 'Enlightenment', 'Ciliaball', 'PAC-mecium', 'Microbash', 'Biotic Pinball', 'POND PONG', 'PolymerRace', and 'The Prisoner's Smellemma'. We found that biotic games exhibit unique features compared to existing game modalities, such as utilizing biological noise, providing a real-life experience rather than virtual reality, and integrating the chemical senses into play. Analogous to video games, biotic games could have significant conceptual and cost-reducing effects on biotechnology and eventually healthcare; enable volunteers to participate in crowd-sourcing to support medical research; and educate society at large to support personal medical decisions and the public discourse on bio-related issues.

  13. Predictors of Associate's Degree Completion in Engineering and Engineering Technologies

    NASA Astrophysics Data System (ADS)

    Reys-Nickel, Lynsey L.

    The purpose of this ex post facto study was to describe completers and non-completers of associate's degree programs in engineering and engineering technologies and determine whether and to what extent completion in these programs is a function of selected student-related variables and institutional variables. Data from the 2004/2009 Beginning Postsecondary Students Longitudinal Study (BPS: 04/09) of associate's degree completers and non-completers in engineering and engineering technologies were accessed and analyzed through PowerStats, a web-based data analysis tool from National Center for Education Statistics (NCES). Descriptive data indicated that, proportionally, engineering and engineering technologies completers were mostly White, married, middle income, employed part-time, enrolled full-time, did not hold a high school diploma or certificate, completed Trigonometry/Algebra II, had a father who's highest education level was an associate's degree, but did not know their mother's highest level of education, completed remedial coursework, and started college with the goal of earning an associate's degree. While more males enrolled in the programs, males and females demonstrated similar completion rates, proportionally--with females showing a slightly higher percentage of completion. Results from the logistic regression further indicated that the variables significant to completion in associate's degree programs in engineering and engineering technologies were gender and enrollment size. Findings suggested that female students were more likely to earn the degree, and that the larger the institution, the more likely the student would become a completer. However, since a major limitation of the study was the small weighted sample size, the results of the study are inconclusive in terms of the extent to which the findings can be generalized to the population of students in associate's degree programs in engineering and engineering technologies. This study fills a

  14. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking.

    PubMed

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C Shawn; Bavelier, Daphne

    2016-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: (1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and (2) playing action video games (a particular subtype of video games). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, whereas playing action video games has been associated with enhanced attentional control. Because these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impacts of technology use on attention. Across four tasks (AX-continuous performance, N-back, task-switching, and filter tasks), testing different aspects of attention and cognition, we showed that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports, though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking sometimes performed better than both light and heavy media multitaskers, suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video-game players on all tasks. However, surprisingly, this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together, these findings show that media consumption can have complex and counterintuitive effects on attentional control.

  15. Technology consumption and cognitive control: Contrasting action video game experience with media multitasking

    PubMed Central

    Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne

    2015-01-01

    Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982

  16. Web-Based Simulation Games for the Integration of Engineering and Business Fundamentals

    ERIC Educational Resources Information Center

    Calfa, Bruno; Banholzer, William; Alger, Monty; Doherty, Michael

    2017-01-01

    This paper describes a web-based suite of simulation games that have the purpose to enhance the chemical engineering curriculum with business-oriented decisions. Two simulation cases are discussed whose teaching topics include closing material and energy balances, importance of recycle streams, price-volume relationship in a dynamic market, impact…

  17. Engine Seal Technology Requirements to Meet NASA's Advanced Subsonic Technology Program Goals

    NASA Technical Reports Server (NTRS)

    Steinetz, Bruce M.; Hendricks, Robert C.

    1994-01-01

    Cycle studies have shown the benefits of increasing engine pressure ratios and cycle temperatures to decrease engine weight and improve performance of commercial turbine engines. NASA is working with industry to define technology requirements of advanced engines and engine technology to meet the goals of NASA's Advanced Subsonic Technology Initiative. As engine operating conditions become more severe and customers demand lower operating costs, NASA and engine manufacturers are investigating methods of improving engine efficiency and reducing operating costs. A number of new technologies are being examined that will allow next generation engines to operate at higher pressures and temperatures. Improving seal performance - reducing leakage and increasing service life while operating under more demanding conditions - will play an important role in meeting overall program goals of reducing specific fuel consumption and ultimately reducing direct operating costs. This paper provides an overview of the Advanced Subsonic Technology program goals, discusses the motivation for advanced seal development, and highlights seal technology requirements to meet future engine performance goals.

  18. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?

    NASA Astrophysics Data System (ADS)

    Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben

    2011-04-01

    The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a pre-test a week before they started using Racing Academy. The pre-test consisted of a test of students' knowledge of engineering, and a measure of students' motivation towards studying engineering. A week after using Racing Academy the students completed a post-test which was identical to the pre-test, except it also included a measure of how frequently they used Racing Academy and how motivating the students found playing Racing Academy. We found that after playing Racing Academy the students learnt more about engineering and there was no gender difference in the beneficial effect of Racing Academy, however there is some evidence that, female students found Racing Academy more motivating than male students. The implications for the use and design of video games for supporting learning for both males and females are discussed.

  19. Associate Degree Curriculum for Engineering Technology.

    ERIC Educational Resources Information Center

    Campbell, Clifton P.

    Presented is a two-year associate degree curriculum for Engineering Technology. Specializations are provided in civil, electronics, and mechanical technology. The civil engineering technology specialization facilitates three major areas of study, and mechanical technology includes design and production options. Each curriculum was designed to…

  20. Software Engineering Technology Infusion Within NASA

    NASA Technical Reports Server (NTRS)

    Zelkowitz, Marvin V.

    1996-01-01

    Abstract technology transfer is of crucial concern to both government and industry today. In this paper, several software engineering technologies used within NASA are studied, and the mechanisms, schedules, and efforts at transferring these technologies are investigated. The goals of this study are: 1) to understand the difference between technology transfer (the adoption of a new method by large segments of an industry) as an industry-wide phenomenon and the adoption of a new technology by an individual organization (called technology infusion); and 2) to see if software engineering technology transfer differs from other engineering disciplines. While there is great interest today in developing technology transfer models for industry, it is the technology infusion process that actually causes changes in the current state of the practice.

  1. Motivation of Students Who Switch from Engineering to Engineering Technology

    ERIC Educational Resources Information Center

    Ramirez, Nichole

    2017-01-01

    A set of studies is reported describing the demographics, outcomes, and motivations of students who start in engineering and switch their major to engineering technology. There has been extensive research in engineering persistence, but little focus has been given to the "T" in STEM. Most research combines technology with other science…

  2. Advanced Technology for Engineering Education

    NASA Technical Reports Server (NTRS)

    Noor, Ahmed K. (Compiler); Malone, John B. (Compiler)

    1998-01-01

    This document contains the proceedings of the Workshop on Advanced Technology for Engineering Education, held at the Peninsula Graduate Engineering Center, Hampton, Virginia, February 24-25, 1998. The workshop was jointly sponsored by the University of Virginia's Center for Advanced Computational Technology and NASA. Workshop attendees came from NASA, other government agencies, industry and universities. The objectives of the workshop were to assess the status of advanced technologies for engineering education and to explore the possibility of forming a consortium of interested individuals/universities for curriculum reform and development using advanced technologies. The presentations covered novel delivery systems and several implementations of new technologies for engineering education. Certain materials and products are identified in this publication in order to specify adequately the materials and products that were investigated in the research effort. In no case does such identification imply recommendation or endorsement of products by NASA, nor does it imply that the materials and products are the only ones or the best ones available for this purpose. In many cases equivalent materials and products are available and would probably produce equivalent results.

  3. Instructional Gaming: Using Technology to Support Early Mathematical Proficiency

    ERIC Educational Resources Information Center

    Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben

    2013-01-01

    Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…

  4. The Gamer Generation Teaches School: The Gaming Practices and Attitudes towards Technology of Pre-Service Teachers

    ERIC Educational Resources Information Center

    Hayes, Elisabeth; Ohrnberger, Maryellen

    2013-01-01

    The purpose of this study was to identify the gaming practices of freshmen undergraduate teacher education students. We also investigated how students who play games compared to non-gamers in their interest in using specific technologies for learning, their beliefs about how technology affects their learning, their orientation towards using new…

  5. Small gas turbine engine technology

    NASA Technical Reports Server (NTRS)

    Niedzwiecki, Richard W.; Meitner, Peter L.

    1988-01-01

    Performance of small gas turbine engines in the 250 to 1,000 horsepower size range is significantly lower than that of large engines. Engines of this size are typically used in rotorcraft, commutercraft, general aviation, and cruise missile applications. Principal reasons for the lower efficiencies of a smaller engine are well known: component efficients are lower by as much as 8 to 10 percentage points because of size effects. Small engines are designed for lower cycle pressures and temperatures because of smaller blading and cooling limitations. The highly developed analytical and manufacturing techniques evolved for large engines are not directly transferrable to small engines. Thus, it was recognized that a focused effort addressing technologies for small engies was needed and could significantly impact their performance. Recently, in-house and contract studies were undertaken at the NASA Lewis Research Center to identify advanced engine cycle and component requirements for substantial performance improvement of small gas turbines for projected year 2000 applications. The results of both in-house research and contract studies are presented. In summary, projected fuel savings of 22 to 42 percent could be obtained. Accompanying direct operating cost reductions of 11 to 17 percent, depending on fuel cost, were also estimated. High payoff technologies are identified for all engine applications, and recent results of experimental research to evolve the high payoff technologies are described.

  6. Integrating Rehabilitation Engineering Technology With Biologics

    PubMed Central

    Collinger, Jennifer L.; Dicianno, Brad E.; Weber, Douglas J.; Cui, Xinyan Tracy; Wang, Wei; Brienza, David M.; Boninger, Michael L.

    2017-01-01

    Rehabilitation engineers apply engineering principles to improve function or to solve challenges faced by persons with disabilities. It is critical to integrate the knowledge of biologics into the process of rehabilitation engineering to advance the field and maximize potential benefits to patients. Some applications in particular demonstrate the value of a symbiotic relationship between biologics and rehabilitation engineering. In this review we illustrate how researchers working with neural interfaces and integrated prosthetics, assistive technology, and biologics data collection are currently integrating these 2 fields. We also discuss the potential for further integration of biologics and rehabilitation engineering to deliver the best technologies and treatments to patients. Engineers and clinicians must work together to develop technologies that meet clinical needs and are accessible to the intended patient population. PMID:21703573

  7. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    NASA Astrophysics Data System (ADS)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  8. Game Changer for Online Learning Driven by Advances in Web Technology

    ERIC Educational Resources Information Center

    Kaul, Manfred; Kless, André; Bonne, Thorsten; Rieke, Almut

    2017-01-01

    Almost unnoticed by the e-learning community, the underlying technology of the WWW is undergoing massive technological changes on all levels these days. In this paper we draw the attention to the emerging game changer and discuss the consequences for online learning. In our e-learning project "Work & Study", funded by the German…

  9. War-gaming application for future space systems acquisition

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  10. Technician Career Opportunities in Engineering Technology.

    ERIC Educational Resources Information Center

    Engineers' Council for Professional Development, New York, NY.

    Career opportunities for engineering technicians are available in the technologies relating to air conditioning, heating, and refrigeration, aviation and aerospace, building construction, chemical engineering, civil engineering, electrical engineering, electronics, industrial engineering, instrumentation, internal combustion engines, mechanical…

  11. Gaming in Technology Education

    ERIC Educational Resources Information Center

    Clark, Aaron C.; Ernst, Jeremy V.

    2009-01-01

    The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…

  12. Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Civjan, N.

    2015-12-01

    We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts

  13. Diesel Engine Technology Update

    DTIC Science & Technology

    1987-07-01

    AFWAL-TR-87-20 54 83-021-DET DIESEL ENGINE TECHNOLOGY UPDATE Kaupert, Andrew W., Lt. Col. USAFR Air Force Reserves Detroit Detachment 2 Ann Arbor, MI...sponsored adiabatic turbocompound diesel engine . One goal was the use of no water or air cooling for the engine to enable the minimized heat transfer from...sector with severe • impact on the stationary engine segment of the marketplace. The effect of this proposed legislation on Air Force fuel quality is

  14. Information technology security system engineering methodology

    NASA Technical Reports Server (NTRS)

    Childs, D.

    2003-01-01

    A methodology is described for system engineering security into large information technology systems under development. The methodology is an integration of a risk management process and a generic system development life cycle process. The methodology is to be used by Security System Engineers to effectively engineer and integrate information technology security into a target system as it progresses through the development life cycle. The methodology can also be used to re-engineer security into a legacy system.

  15. Materials technology assessment for stirling engines

    NASA Technical Reports Server (NTRS)

    Stephens, J. R.; Witzke, W. R.; Watson, G. K.; Johnston, J. R.; Croft, W. J.

    1977-01-01

    A materials technology assessment of high temperature components in the improved (metal) and advanced (ceramic) Stirling engines was undertaken to evaluate the current state-of-the-art of metals and ceramics, identify materials research and development required to support the development of automotive Stirling engines, and to recommend materials technology programs to assure material readiness concurrent with engine system development programs. The most critical component for each engine is identified and some of the material problem areas are discussed.

  16. Integrating rehabilitation engineering technology with biologics.

    PubMed

    Collinger, Jennifer L; Dicianno, Brad E; Weber, Douglas J; Cui, Xinyan Tracy; Wang, Wei; Brienza, David M; Boninger, Michael L

    2011-06-01

    Rehabilitation engineers apply engineering principles to improve function or to solve challenges faced by persons with disabilities. It is critical to integrate the knowledge of biologics into the process of rehabilitation engineering to advance the field and maximize potential benefits to patients. Some applications in particular demonstrate the value of a symbiotic relationship between biologics and rehabilitation engineering. In this review we illustrate how researchers working with neural interfaces and integrated prosthetics, assistive technology, and biologics data collection are currently integrating these 2 fields. We also discuss the potential for further integration of biologics and rehabilitation engineering to deliver the best technologies and treatments to patients. Engineers and clinicians must work together to develop technologies that meet clinical needs and are accessible to the intended patient population. Copyright © 2011 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  17. Small engine technology programs

    NASA Technical Reports Server (NTRS)

    Niedzwiecki, Richard W.

    1987-01-01

    Small engine technology programs being conducted at the NASA Lewis Research Center are described. Small gas turbine research is aimed at general aviation, commutercraft, rotorcraft, and cruise missile applications. The Rotary Engine Program is aimed at supplying fuel flexible, fuel efficient technology to the general aviation industry, but also has applications to other missions. There is a strong element of synergism between the various programs in several respects. All of the programs are aimed towards highly efficient engine cycles, very efficient components, and the use of high temperature structural ceramics. This research tends to be generic in nature and has broad applications. The Heavy Duty Diesel Transport (HDTT), rotary technology, and the compound cycle programs are all examining approached to minimum heat rejection, or adiabatic systems employing advanced materials. The Automotive Gas Turbine (AGT) program is also directed towards ceramics application to gas turbine hot section components. Turbomachinery advances in the gas turbines will benefit advanced turbochargers and turbocompounders for the intermittent combustion systems, and the fundamental understandings and analytical codes developed in the research and technology programs will be directly applicable to the system projects.

  18. FY08 Engineering Research and Technology Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Minichino, C; McNichols, D

    2009-02-24

    This report summarizes the core research, development, and technology accomplishments in Lawrence Livermore National Laboratory's Engineering Directorate for FY2008. These efforts exemplify Engineering's more than 50-year history of developing and applying the technologies needed to support the Laboratory's national security missions. A partner in every major program and project at the Laboratory throughout its existence, Engineering has prepared for this role with a skilled workforce and technical resources developed through both internal and external venues. These accomplishments embody Engineering's mission: 'Enable program success today and ensure the Laboratory's vitality tomorrow.' Engineering's mission is carried out through basic research and technologymore » development. Research is the vehicle for creating competencies that are cutting-edge, or require discovery-class groundwork to be fully understood. Our technology efforts are discipline-oriented, preparing research breakthroughs for broader application to a variety of Laboratory needs. The term commonly used for technology-based projects is 'reduction to practice.' As we pursue this two-pronged approach, an enormous range of technological capabilities result. This report combines our work in research and technology into one volume, organized into thematic technical areas: Engineering Modeling and Simulation; Measurement Technologies; Micro/Nano-Devices and Structures; Engineering Systems for Knowledge and Inference; and Energy Manipulation. Our investments in these areas serve not only known programmatic requirements of today and tomorrow, but also anticipate the breakthrough engineering innovations that will be needed in the future.« less

  19. Not Just a Game … When We Play Together, We Learn Together: Interactive Virtual Environments and Gaming Engines for Geospatial Visualization

    NASA Astrophysics Data System (ADS)

    Shipman, J. S.; Anderson, J. W.

    2017-12-01

    An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.

  20. Analysis of Engineering Content within Technology Education Programs

    ERIC Educational Resources Information Center

    Fantz, Todd D.; Katsioloudis, Petros J.

    2011-01-01

    In order to effectively teach engineering, technology teachers need to be taught engineering content, concepts, and related pedagogy. Some researchers posit that technology education programs may not have enough content to prepare technology teachers to teach engineering design. Certain technology teacher education programs have responded by…

  1. Electromechanical Engineering Technology Curriculum.

    ERIC Educational Resources Information Center

    Georgia State Univ., Atlanta. Dept. of Vocational and Career Development.

    This guide offers information and procedures necessary to train electromechanical engineering technicians. Discussed first are the rationale and objectives of the curriculum. The occupational field of electromechanical engineering technology is described. Next, a curriculum model is set forth that contains information on the standard…

  2. HapHop-Physio: a computer game to support cognitive therapies in children.

    PubMed

    Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S

    2017-01-01

    Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch ® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies.

  3. Thrust Area Report, Engineering Research, Development and Technology

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Langland, R. T.

    1997-02-01

    The mission of the Engineering Research, Development, and Technology Program at Lawrence Livermore National Laboratory (LLNL) is to develop the knowledge base, process technologies, specialized equipment, tools and facilities to support current and future LLNL programs. Engineering`s efforts are guided by a strategy that results in dual benefit: first, in support of Department of Energy missions, such as national security through nuclear deterrence; and second, in enhancing the nation`s economic competitiveness through our collaboration with U.S. industry in pursuit of the most cost- effective engineering solutions to LLNL programs. To accomplish this mission, the Engineering Research, Development, and Technology Programmore » has two important goals: (1) identify key technologies relevant to LLNL programs where we can establish unique competencies, and (2) conduct high-quality research and development to enhance our capabilities and establish ourselves as the world leaders in these technologies. To focus Engineering`s efforts technology {ital thrust areas} are identified and technical leaders are selected for each area. The thrust areas are comprised of integrated engineering activities, staffed by personnel from the nine electronics and mechanical engineering divisions, and from other LLNL organizations. This annual report, organized by thrust area, describes Engineering`s activities for fiscal year 1996. The report provides timely summaries of objectives, methods, and key results from eight thrust areas: Computational Electronics and Electromagnetics; Computational Mechanics; Microtechnology; Manufacturing Technology; Materials Science and Engineering; Power Conversion Technologies; Nondestructive Evaluation; and Information Engineering. Readers desiring more information are encouraged to contact the individual thrust area leaders or authors. 198 refs., 206 figs., 16 tabs.« less

  4. Effectiveness of Using a Video Game to Teach a Course in Mechanical Engineering

    ERIC Educational Resources Information Center

    Coller, B. D.; Scott, M. J.

    2009-01-01

    One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students…

  5. Young Women's Perceptions of Technology and Engineering: Factors Influencing Their Participation in Math, Science and Technology? Research in Engineering and Technology Education

    ERIC Educational Resources Information Center

    Roue, Leah C.

    2007-01-01

    The current number of women in technology and engineering only represents a fraction of today's workforce. Technological innovation depends on our nation's best and brightest, representing all segments of our diverse society. Sanders (2005), in talking about women in technology and engineering, stated that women's lack of participation can only be…

  6. Molecular dynamics simulations through GPU video games technologies

    PubMed Central

    Loukatou, Styliani; Papageorgiou, Louis; Fakourelis, Paraskevas; Filntisi, Arianna; Polychronidou, Eleftheria; Bassis, Ioannis; Megalooikonomou, Vasileios; Makałowski, Wojciech; Vlachakis, Dimitrios; Kossida, Sophia

    2016-01-01

    Bioinformatics is the scientific field that focuses on the application of computer technology to the management of biological information. Over the years, bioinformatics applications have been used to store, process and integrate biological and genetic information, using a wide range of methodologies. One of the most de novo techniques used to understand the physical movements of atoms and molecules is molecular dynamics (MD). MD is an in silico method to simulate the physical motions of atoms and molecules under certain conditions. This has become a state strategic technique and now plays a key role in many areas of exact sciences, such as chemistry, biology, physics and medicine. Due to their complexity, MD calculations could require enormous amounts of computer memory and time and therefore their execution has been a big problem. Despite the huge computational cost, molecular dynamics have been implemented using traditional computers with a central memory unit (CPU). A graphics processing unit (GPU) computing technology was first designed with the goal to improve video games, by rapidly creating and displaying images in a frame buffer such as screens. The hybrid GPU-CPU implementation, combined with parallel computing is a novel technology to perform a wide range of calculations. GPUs have been proposed and used to accelerate many scientific computations including MD simulations. Herein, we describe the new methodologies developed initially as video games and how they are now applied in MD simulations. PMID:27525251

  7. Mechanical Engineering Technology Curriculum.

    ERIC Educational Resources Information Center

    Georgia State Univ., Atlanta. Dept. of Vocational and Career Development.

    This guide offers information and procedures necessary to train mechanical engineering technicians. Discussed first are the rationale and objectives of the curriculum. The occupational field of mechanical engineering technology is described. Next, a curriculum model is set forth that contains information on the standard mechanical engineering…

  8. MiRTE: Mixed Reality Triage and Evacuation game for Mass Casualty information systems design, testing and training.

    PubMed

    Yu, Xunyi; Ganz, Aura

    2011-01-01

    In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.

  9. A Chess-Like Game for Teaching Engineering Students to Solve Large System of Simultaneous Linear Equations

    NASA Technical Reports Server (NTRS)

    Nguyen, Duc T.; Mohammed, Ahmed Ali; Kadiam, Subhash

    2010-01-01

    Solving large (and sparse) system of simultaneous linear equations has been (and continues to be) a major challenging problem for many real-world engineering/science applications [1-2]. For many practical/large-scale problems, the sparse, Symmetrical and Positive Definite (SPD) system of linear equations can be conveniently represented in matrix notation as [A] {x} = {b} , where the square coefficient matrix [A] and the Right-Hand-Side (RHS) vector {b} are known. The unknown solution vector {x} can be efficiently solved by the following step-by-step procedures [1-2]: Reordering phase, Matrix Factorization phase, Forward solution phase, and Backward solution phase. In this research work, a Game-Based Learning (GBL) approach has been developed to help engineering students to understand crucial details about matrix reordering and factorization phases. A "chess-like" game has been developed and can be played by either a single player, or two players. Through this "chess-like" open-ended game, the players/learners will not only understand the key concepts involved in reordering algorithms (based on existing algorithms), but also have the opportunities to "discover new algorithms" which are better than existing algorithms. Implementing the proposed "chess-like" game for matrix reordering and factorization phases can be enhanced by FLASH [3] computer environments, where computer simulation with animated human voice, sound effects, visual/graphical/colorful displays of matrix tables, score (or monetary) awards for the best game players, etc. can all be exploited. Preliminary demonstrations of the developed GBL approach can be viewed by anyone who has access to the internet web-site [4]!

  10. Considerations for Realizing the Promise of Educational Gaming Technology

    ERIC Educational Resources Information Center

    Nelson, Nancy J.; Fien, Hank; Doabler, Christian T.; Clarke, Ben

    2016-01-01

    One can barely keep up with the pace at which new educational games and apps are being introduced and digested in the market. With so many choices available, how do schools and teachers decide what to use? How do they have confidence their choices will result in desired outcomes? Education technology offers a number of potential benefits that can…

  11. Persistence Factors Associated with First-Year Engineering Technology Learners

    ERIC Educational Resources Information Center

    Christe, Barbara

    2015-01-01

    Engineering technology learners are understudied group that comprise the "T" of the science, technology, engineering, and mathematics disciplines. Attrition from engineering technology majors is a profound and complex challenge, as substantially less than half of students who begin an engineering technology major persist through the…

  12. Preparing technicians for engineering materials technology

    NASA Technical Reports Server (NTRS)

    Jacobs, James A.; Metzloff, Carlton H.

    1990-01-01

    A long held principle is that for every engineer and scientist there is a need for ten technicians to maximize the efficiency of the technology team for meeting needs of industry and government. Developing an adequate supply of technicians to meet the requirements of the materials related industry will be a challenge and difficult to accomplish. A variety of agencies feel the need and wish to support development of engineering materials technology programs. In a joint effort among Battelle Laboratories, the Department of Energy (DOE) and Northwest College and University Association for Science (NORCUS), the development of an engineering materials technology program for vocational programs and community colleges for the Pacific Northwest Region was recently completed. This effort has implications for a national model. The model Associate of Applied Science degree in Engineering Materials Technology shown provides a general structure. It purposely has course titles which need delimiting while also including a core of courses necessary to develop cognitive, affective and psychomotor skills with the underlining principles of math, science and technology so students have job entry skills, and so that students can learn about and adapt to evolving technology.

  13. Variable Cycle Engine Technology Program Planning and Definition Study

    NASA Technical Reports Server (NTRS)

    Westmoreland, J. S.; Stern, A. M.

    1978-01-01

    The variable stream control engine, VSCE-502B, was selected as the base engine, with the inverted flow engine concept selected as a backup. Critical component technologies were identified, and technology programs were formulated. Several engine configurations were defined on a preliminary basis to serve as demonstration vehicles for the various technologies. The different configurations present compromises in cost, technical risk, and technology return. Plans for possible variably cycle engine technology programs were formulated by synthesizing the technology requirements with the different demonstrator configurations.

  14. Conventional engine technology. Volume 1: Status of OTTO cycle engine technology

    NASA Technical Reports Server (NTRS)

    Dowdy, M. W.

    1981-01-01

    Federally-mandated emissions standards have led to major changes in automotive technology during the last decade. Efforts to satisfy the new standards were directed more toward the use of add-on devices, such as catalytic converters, turbochargers, and improved fuel metering, than toward complete engine redesign. The resulting changes are described and the improvement brought about by them in fuel economy and emissions levels are fully documented. Four specific categories of gasoline-powered internal combustion engines are covered, including subsystem and total engine development. Also included are the results of fuel economy and exhaust emissions tests performed on representative vehicles from each category.

  15. Ultra-Efficient Engine Technology (UEET) Program

    NASA Technical Reports Server (NTRS)

    Manthey, Lori A.

    2001-01-01

    The Ultra-Efficient Engine Technology (UEET) Program includes seven key projects that work with industry to develop and hand off revolutionary propulsion technologies that will enable future-generation vehicles over a wide range of flight speeds. A new program office, the Ultra-Efficient Engine Technology (UEET) Program Office, was formed at the NASA Glenn Research Center to manage an important National propulsion program for NASA. The Glenn-managed UEET Program, which began on October 1, 1999, includes participation from three other NASA centers (Ames, Goddard, and Langley), as well as five engine companies (GE Aircraft Engines, Pratt & Whitney, Honeywell, Allison/Rolls Royce, and Williams International) and two airplane manufacturers (the Boeing Company and Lockheed Martin Corporation). This 6-year, nearly $300 million program will address local air-quality concerns by developing technologies to significantly reduce nitrogen oxide (NOx) emissions. In addition, it will provide critical propulsion technologies to dramatically increase performance as measured in fuel burn reduction that will enable reductions of carbon dioxide (CO2) emissions. This is necessary to address the potential climate impact of long-term aviation growth.

  16. Two Rotor Stratified Charge Rotary Engine (SCRE) Engine System Technology Evaluation

    NASA Technical Reports Server (NTRS)

    Hoffman, T.; Mack, J.; Mount, R.

    1994-01-01

    This report summarizes results of an evaluation of technology enablement component technologies as integrated into a two rotor Stratified Charge Rotary Engine (SCRE). The work constitutes a demonstration of two rotor engine system technology, utilizing upgraded and refined component technologies derived from prior NASA Contracts NAS3-25945, NAS3-24628 and NAS-23056. Technical objectives included definition of, procurement and assembly of an advanced two rotor core aircraft engine, operation with Jet-A fuel at Take-Off rating of 340 BHP (254kW) and operation at a maximum cruise condition of 255 BHP (190kW), 75% cruise. A fuel consumption objective of 0.435 LBS/BHP-Hr (265 GRS/kW-Hr) was identified for the maximum cruise condition. A critical technology component item, a high speed, unit injector fuel injection system with electronic control was defined, procured and tested in conjunction with this effort. The two rotor engine configuration established herein defines an affordable, advanced, Jet-A fuel capability core engine (not including reduction gear, propeller shaft and some aircraft accessories) for General Aviation of the mid-1990's and beyond.

  17. Advanced Technology Spark-Ignition Aircraft Piston Engine Design Study

    NASA Technical Reports Server (NTRS)

    Stuckas, K. J.

    1980-01-01

    The advanced technology, spark ignition, aircraft piston engine design study was conducted to determine the improvements that could be made by taking advantage of technology that could reasonably be expected to be made available for an engine intended for production by January 1, 1990. Two engines were proposed to account for levels of technology considered to be moderate risk and high risk. The moderate risk technology engine is a homogeneous charge engine operating on avgas and offers a 40% improvement in transportation efficiency over present designs. The high risk technology engine, with a stratified charge combustion system using kerosene-based jet fuel, projects a 65% improvement in transportation efficiency. Technology enablement program plans are proposed herein to set a timetable for the successful integration of each item of required advanced technology into the engine design.

  18. Research Ethics Education in the STEM Disciplines: The Promises and Challenges of a Gaming Approach.

    PubMed

    Briggle, Adam; Holbrook, J Britt; Oppong, Joseph; Hoffmann, Joesph; Larsen, Elizabeth K; Pluscht, Patrick

    2016-02-01

    While education in ethics and the responsible conduct of research (RCR) is widely acknowledged as an essential component of graduate education, particularly in the STEM disciplines (science, technology, engineering, and math), little consensus exists on how best to accomplish this goal. Recent years have witnessed a turn toward the use of games in this context. Drawing from two NSF-funded grants (one completed and one on-going), this paper takes a critical look at the use of games in ethics and RCR education. It does so by: (a) setting the development of research and engineering ethics games in wider historical and theoretical contexts, which highlights their promise to solve important pedagogical problems; (b) reporting on some initial results from our own efforts to develop a game; and (c) reflecting on the challenges that arise in using games for ethics education. In our discussion of the challenges, we draw out lessons to improve this nascent approach to ethics education in the STEM disciplines .

  19. Virtual presence for mission visualization: computer game technology provides a new approach

    NASA Astrophysics Data System (ADS)

    Hussey, K.

    2007-08-01

    The concept of virtual presence for mission and planetary science visualization is to allow the public to "see" in space as if they were either riding aboard or standing next to an ESA/NASA spacecraft. Our approach to accomplishing this goal is to utilize and extend the same technology used by the computer gaming industry.With this technology, people would be able to immediately "look" in any direction from their virtual location and "zoom-in" at will. Whenever real data for their "view" exists it would be incorporated into the scene. Where data is missing, a high-fidelity simulation of the view would be generated to fill in the chosen field of view. The observer could also change the time of observation into the past or future. The potential for the application of this technology for the development of educational curricula is huge. On the engineering side, all allowable spacecraft and environmental parameters that are being measured and sent to Earth would be immediately viewable as if looking at the dashboard of a car or an instrument panel of an aircraft. Historical information could also be displayed upon request. This can revolutionize the way the general public and planetary scientific community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. While conceptually using this technology is quite simple, the cross-discipline technical challenges are very demanding. This technology is currently under development and application at JPL to assist current missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of the technology described will be shown.

  20. Bioencapsulation technologies in tissue engineering

    PubMed Central

    Majewski, Rebecca L.; Zhang, Wujie; Ma, Xiaojun; Cui, Zhanfeng; Ren, Weiping; Markel, David C.

    2017-01-01

    Bioencapsulation technologies have played an important role in the developing successes of tissue engineering. Besides offering immunoisolation, they also show promise for cell/tissue banking and the directed differentiation of stem cells, by providing a unique microenvironment. This review describes bioencapsulation technologies and summarizes their recent progress in research into tissue engineering. The review concludes with a brief outlook regarding future research directions in this field. PMID:27716872

  1. A Knowledge Engineering Approach to Developing Educational Computer Games for Improving Students' Differentiating Knowledge

    ERIC Educational Resources Information Center

    Hwang, Gwo-Jen; Sung, Han-Yu; Hung, Chun-Ming; Yang, Li-Hsueh; Huang, Iwen

    2013-01-01

    Educational computer games have been recognized as being a promising approach for motivating students to learn. Nevertheless, previous studies have shown that without proper learning strategies or supportive models, the learning achievement of students might not be as good as expected. In this study, a knowledge engineering approach is proposed…

  2. Instructional Gaming: Implications for Instructional Technology.

    ERIC Educational Resources Information Center

    Dempsey, John V.; And Others

    Instructional gaming, as distinguished from simulation, is defined as any overt instructional or learning format that involves competition and is rule-guided. The literature review identifies five categories of articles on instructional gaming: (1) research, (2) theory, (3) reviews, (4) discussion, and (5) development. Games have been found to…

  3. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    NASA Astrophysics Data System (ADS)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  4. FY10 Engineering Innovations, Research and Technology Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lane, M A; Aceves, S M; Paulson, C N

    This report summarizes key research, development, and technology advancements in Lawrence Livermore National Laboratory's Engineering Directorate for FY2010. These efforts exemplify Engineering's nearly 60-year history of developing and applying the technology innovations needed for the Laboratory's national security missions, and embody Engineering's mission to ''Enable program success today and ensure the Laboratory's vitality tomorrow.'' Leading off the report is a section featuring compelling engineering innovations. These innovations range from advanced hydrogen storage that enables clean vehicles, to new nuclear material detection technologies, to a landmine detection system using ultra-wideband ground-penetrating radar. Many have been recognized with R&D Magazine's prestigious R&Dmore » 100 Award; all are examples of the forward-looking application of innovative engineering to pressing national problems and challenging customer requirements. Engineering's capability development strategy includes both fundamental research and technology development. Engineering research creates the competencies of the future where discovery-class groundwork is required. Our technology development (or reduction to practice) efforts enable many of the research breakthroughs across the Laboratory to translate from the world of basic research to the national security missions of the Laboratory. This portfolio approach produces new and advanced technological capabilities, and is a unique component of the value proposition of the Lawrence Livermore Laboratory. The balance of the report highlights this work in research and technology, organized into thematic technical areas: Computational Engineering; Micro/Nano-Devices and Structures; Measurement Technologies; Engineering Systems for Knowledge Discovery; and Energy Manipulation. Our investments in these areas serve not only known programmatic requirements of today and tomorrow, but also anticipate the breakthrough engineering

  5. Small Engine Component Technology (SECT) studies

    NASA Technical Reports Server (NTRS)

    Meyer, P. K.; Harbour, L.

    1986-01-01

    A study was conducted to identify component technology requirements for small, expendable gas turbine engines that would result in substantial improvements in performance and cost by the year 2000. A subsonic, 2600 nautical mile (4815 km) strategic cruise missile mission was selected for study. A baseline (state-of-the-art) engine and missile configuration were defined to evaluate the advanced technology engines. Two advanced technology engines were configured and evaluated using advanced component efficiencies and ceramic composite materials; a 22:1 overall pressure ratio, 3.85 bypass ratio twin-spool turbofan; and an 8:1 overall pressure, 3.66 bypass ratio, single-spool recuperated turbofan with 0.85 recuperator effectiveness. Results of mission analysis indicated a reduction in fuel burn of 38 and 47 percent compared to the baseline engine when using the advanced turbofan and recuperated turbofan, respectively. While use of either advanced engine resulted in approximately a 25 percent reduction in missile size, the unit life cycle (LCC) cost reduction of 56 percent for the advanced turbofan relative to the baseline engine gave it a decisive advantage over the recuperated turbofan with 47 percent LCC reduction. An additional range improvement of 10 percent results when using a 56 percent loaded carbon slurry fuel with either engine. These results can be realized only if significant progress is attained in the fields of solid lubricated bearings, small aerodynamic component performance, composite ceramic materials and integration of slurry fuels. A technology plan outlining prospective programs in these fields is presented.

  6. Design of a Serious Game for Handling Obstetrical Emergencies.

    PubMed

    Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle

    2016-12-21

    The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aur

  7. Technology of interdisciplinary open-ended designing in engineering education

    NASA Astrophysics Data System (ADS)

    Isaev, A. P.; Plotnikov, L. V.; Fomin, N. I.

    2017-11-01

    Author’s technology of interdisciplinary open-ended engineering is presented in this article. This technology is an integrated teaching method that significantly increases the practical component in the educational program. Author’s technology creates the conditions to overcome the shortcomings in the engineering education. The basic ideas of the technology of open-ended engineering, experience of their implementation in higher education and the author’s vision of the teaching technology are examined in the article. The main stages of development process of the author’s technology of open-ended engineering to prepare students (bachelor) of technical profile are presented in the article. Complex of the methodological tools and procedures is shown in the article. This complex is the basis of the developed training technology that is used in educational process in higher school of engineering (UrFU). The organizational model of the technology of open-ended engineering is presented. Organizational model integrates the functions in the creation and implementation of all educational program. Analysis of the characteristics of educational activity of students working on author’s technology of interdisciplinary open-ended engineering is presented. Intermediate results of the application of author’s technology in the educational process of the engineering undergraduate are shown.

  8. Technology for reducing aircraft engine pollution

    NASA Technical Reports Server (NTRS)

    Rudey, R. A.; Kempke, E. E., Jr.

    1975-01-01

    Programs have been initiated by NASA to develop and demonstrate advanced technology for reducing aircraft gas turbine and piston engine pollutant emissions. These programs encompass engines currently in use for a wide variety of aircraft from widebody-jets to general aviation. Emission goals for these programs are consistent with the established EPA standards. Full-scale engine demonstrations of the most promising pollutant reduction techniques are planned within the next three years. Preliminary tests of advanced technology gas turbine engine combustors indicate that significant reductions in all major pollutant emissions should be attainable in present generation aircraft engines without adverse effects on fuel consumption. Fundamental-type programs are yielding results which indicate that future generation gas turbine aircraft engines may be able to utilize extremely low pollutant emission combustion systems.

  9. HapHop-Physio: a computer game to support cognitive therapies in children

    PubMed Central

    Rico-Olarte, Carolina; López, Diego M; Narváez, Santiago; Farinango, Charic D; Pharow, Peter S

    2017-01-01

    Background Care and support of children with physical or mental disabilities are accompanied with serious concerns for parents, families, healthcare institutions, schools, and their communities. Recent studies and technological innovations have demonstrated the feasibility of providing therapy and rehabilitation services to children supported by computer games. Objective The aim of this paper is to present HapHop-Physio, an innovative computer game that combines exercise with fun and learning, developed to support cognitive therapies in children. Methods Conventional software engineering methods such as the Scrum methodology, a functionality test and a related usability test, were part of the comprehensive methodology adapted to develop HapHop-Physio. Results The game supports visual and auditory attention therapies, as well as visual and auditory memory activities. The game was developed by a multidisciplinary team, which was based on the Hopscotch® platform provided by Fraunhofer Institute for Digital Media Technology IDMT Institute in Germany, and designed in collaboration with a rehabilitation clinic in Colombia. HapHop-Physio was tested and evaluated to probe its functionality and user satisfaction. Conclusion The results show the development of an easy-to-use and funny game by a multidisciplinary team using state-of-the-art videogame technologies and software methodologies. Children testing the game concluded that they would like to play again while undergoing rehabilitation therapies. PMID:28740440

  10. Alternate Reality Games as an Informal Learning Tool for Generating STEM Engagement among Underrepresented Youth: A Qualitative Evaluation of the Source

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Fabiyi, Camille; Lyman, Phoebe; Wilson, Claire; Hill, Brandon; Bouris, Alida

    2017-01-01

    This project developed and studied "The Source," an alternate reality game (ARG) designed to foster interest and knowledge related to science, technology, engineering, and math (STEM) among youth from populations underrepresented in STEM fields. ARGs are multiplayer games that engage participants across several media such as shared…

  11. Recent Progress in Engine Noise Reduction Technologies

    NASA Technical Reports Server (NTRS)

    Huff, Dennis; Gliebe, Philip

    2003-01-01

    Highlights from NASA-funded research over the past ten years for aircraft engine noise reduction are presented showing overall technical plans, accomplishments, and selected applications to turbofan engines. The work was sponsored by NASA's Advanced Subsonic Technology (AST) Noise Reduction Program. Emphasis is given to only the engine noise reduction research and significant accomplishments that were investigated at Technology Readiness Levels ranging from 4 to 6. The Engine Noise Reduction sub-element was divided into four work areas: source noise prediction, model scale tests, engine validation, and active noise control. Highlights from each area include technologies for higher bypass ratio turbofans, scarf inlets, forward-swept fans, swept and leaned stators, chevron/tabbed nozzles, advanced noise prediction analyses, and active noise control for fans. Finally, an industry perspective is given from General Electric Aircraft Engines showing how these technologies are being applied to commercial products. This publication contains only presentation vu-graphs from an invited lecture given at the 41st AIAA Aerospace Sciences Meeting, January 6-9, 2003.

  12. Conventional engine technology. Volume 2: Status of diesel engine technology

    NASA Technical Reports Server (NTRS)

    Schneider, H. W.

    1981-01-01

    The engines of diesel cars marketed in the United States were examined. Prominent design features, performance characteristics, fuel economy and emissions data were compared. Specific problems, in particular those of NO and smoke emissions, the effects of increasing dieselization on diesel fuel price and availability, current R&D work and advanced diesel concepts are discussed. Diesel cars currently have a fuel economy advantage over gasoline engine powered cars. Diesel drawbacks (noise and odor) were reduced to a less objectionable level. An equivalent gasoline engine driveability was obtained with turbocharging. Diesel manufacturers see a growth in the diesel market for the next ten years. Uncertainties regarding future emission regulation may inhibit future diesel production investments. With spark ignition engine technology advancing in the direction of high compression ratios, the fuel economy advantages of the diesel car is expected to diminish. To return its fuel economy lead, the diesel's potential for future improvement must be used.

  13. Digital Games, Gender and Learning in Engineering: Do Females Benefit as Much as Males?

    ERIC Educational Resources Information Center

    Joiner, Richard; Iacovides, Jo; Owen, Martin; Gavin, Carl; Clibbery, Stephen; Darling, Jos; Drew, Ben

    2011-01-01

    The aim of this paper was to explore whether there is a gender difference in the beneficial effects of Racing Academy, which is a video game used to support undergraduate students learning of Mechanical Engineering. One hundred and thirty-eight undergraduate students (15 females and 123 males) participated in the study. The students completed a…

  14. The Nazi engineers: reflections on technological ethics in hell.

    PubMed

    Katz, Eric

    2011-09-01

    Engineers, architects, and other technological professionals designed the genocidal death machines of the Third Reich. The death camp operations were highly efficient, so these technological professionals knew what they were doing: they were, so to speak, good engineers. As an educator at a technological university, I need to explain to my students-future engineers and architects-the motivations and ethical reasoning of the technological professionals of the Third Reich. I need to educate my students in the ethical practices of this hellish regime so that they can avoid the kind of ethical justifications used by the Nazi engineers. In their own professional lives, my former students should not only be good engineers in a technical sense, but good engineers in a moral sense. In this essay, I examine several arguments about the ethical judgments of professionals in Nazi Germany, and attempt a synthesis that can provide a lesson for contemporary engineers and other technological professionals. How does an engineer avoid the error of the Nazi engineers in their embrace of an evil ideology underlying their technological creations? How does an engineer know that the values he embodies through his technological products are good values that will lead to a better world? This last question, I believe, is the fundamental issue for the understanding of engineering ethics.

  15. Noise Reduction Technologies for Turbofan Engines

    NASA Technical Reports Server (NTRS)

    Huff, Dennis L.

    2007-01-01

    Significant progress continues to be made with noise reduction for turbofan engines. NASA has conducted and sponsored research aimed at reducing noise from commercial aircraft. Since it takes many years for technologies to be developed and implemented, it is important to have aggressive technology goals that lead the target entry into service dates. Engine noise is one of the major contributors to the overall sound levels as aircraft operate near airports. Turbofan engines are commonly used on commercial transports due to their advantage for higher performance and lower noise. The noise reduction comes from combinations of changes to the engine cycle parameters and low noise design features. In this paper, an overview of major accomplishments from recent NASA research programs for engine noise will be given.

  16. Teaching Engineering Habits of Mind in Technology Education

    ERIC Educational Resources Information Center

    Loveland, Thomas; Dunn, Derrek

    2014-01-01

    With a new emphasis on the inclusion of engineering content and practices in technology education, attention has focused on what engineering content should be taught and assessed in technology education. The National Academy of Engineering (2010) proposed three general principles for K-12 engineering education in "Standards for K-12…

  17. Engineering research, development and technology report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Langland, R T

    1999-02-01

    Nineteen ninety-eight has been a transition year for Engineering, as we have moved from our traditional focus on thrust areas to a more focused approach with research centers. These five new centers of excellence collectively comprise Engineering's Science and Technology program. This publication summarizes our formative year under this new structure. Let me start by talking about the differences between a thrust area and a research center. The thrust area is more informal, combining an important technology with programmatic priorities. In contrast, a research center is directly linked to an Engineering core technology. It is the purer model, for itmore » is more enduring yet has the scope to be able to adapt quickly to evolving programmatic priorities. To put it another way, the mission of a thrust area was often to grow the programs in conjunction with a technology, whereas the task of a research center is to vigorously grow our core technologies. By cultivating each core technology, we in turn enable long-term growth of new programs.« less

  18. Engineering analysis of shortfall for new technologies. Analysis memorandum

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1981-03-11

    The engineering principles that govern the mpg performance of alternative technologies on the EPA test procedure and under in-use conditions are examined. The results can be used to interpret the shortfall of alternative technologies derived from statistical analyses. The analysis examines each of the four technologies in comparison to the conventional technology counterpart. Manual transmissions are compared to automatics, fuel injected S.I. engines to carburetted S.I. engines, front-wheel drive vehicles to rear-wheel drive vehicles and diesel engines to carburetted S.I. engines. The changes in shortfall of the four technologies in comparison to conventional technologies are explained through differences in responsesmore » to the factors.« less

  19. 77 FR 13159 - Nanoscale Science, Engineering, and Technology Subcommittee of the Committee on Technology...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-03-05

    ... OFFICE OF SCIENCE AND TECHNOLOGY POLICY Nanoscale Science, Engineering, and Technology Subcommittee of the Committee on Technology, National Science and Technology Council Workshop ACTION: Notice of... Nanoscale Science, Engineering, and Technology (NSET) Subcommittee of the Committee on Technology, National...

  20. Ceramic Technology For Advanced Heat Engines Project

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1990-12-01

    Significant accomplishments in fabricating ceramic components for the Department of Energy (DOE), National Aeronautics and Space Administration (NASA), and Department of Defense (DoD) advanced heat engine programs have provided evidence that the operation of ceramic parts in high-temperature engine environments is feasible. However, these programs have also demonstrated that additional research is needed in materials and processing development, design methodology, and data base and life prediction before industry will have a sufficient technology base from which to produce reliable cost-effective ceramic engine components commercially. The objective of the project is to develop the industrial technology base required for reliable ceramicsmore » for application in advanced automotive heat engines. The project approach includes determining the mechanisms controlling reliability, improving processes for fabricating existing ceramics, developing new materials with increased reliability, and testing these materials in simulated engine environments to confirm reliability. Although this is a generic materials project, the focus is on the structural ceramics for advanced gas turbine and diesel engines, ceramic bearings and attachments, and ceramic coatings for thermal barrier and wear applications in these engines. This advanced materials technology is being developed in parallel and close coordination with the ongoing DOE and industry proof of concept engine development programs. To facilitate the rapid transfer of this technology to U.S. industry, the major portion of the work is being done in the ceramic industry, with technological support from government laboratories, other industrial laboratories, and universities. Abstracts prepared for appropriate papers.« less

  1. Ceramic Technology for Advanced Heat Engines Project

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1989-08-01

    The Ceramic Technology for Advanced Heat Engines Project was developed by the Department of Energy's Office of Transportation Systems (OTS) in Conservation and Renewable Energy. This project, part of the OTS's Advanced Materials Development Program, was developed to meet the ceramic technology requirements of the OTS's automotive technology programs. Significant accomplishments in fabricating ceramic components for the Department of Energy (DOE), National Aeronautics and Space Administration (NASA), and Department of Defense (DoD) advanced heat engine programs have provided evidence that the operation of ceramic parts in high-temperature engine environments is feasible. However, these programs have also demonstrated that additional researchmore » is needed in materials and processing development, design methodology, and data base and life prediction before industry will have a sufficient technology base from which to produce reliable cost-effective ceramic engine components commercially.« less

  2. 77 FR 34206 - Airworthiness Directives; Hartzell Engine Technologies Turbochargers

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-06-11

    ... Airworthiness Directives; Hartzell Engine Technologies Turbochargers AGENCY: Federal Aviation Administration... directive (AD) for Cessna 206, 207, and 210 airplanes with Hartzell Engine Technologies (HET) turbochargers... information identified in this AD, contact Hartzell Engine Technologies, LLC, 2900 Selma Highway, Montgomery...

  3. Ultra Efficient Engine Technology Systems Integration and Environmental Assessment

    NASA Technical Reports Server (NTRS)

    Daggett, David L.; Geiselhart, Karl A. (Technical Monitor)

    2002-01-01

    This study documents the design and analysis of four types of advanced technology commercial transport airplane configurations (small, medium large and very large) with an assumed technology readiness date of 2010. These airplane configurations were used as a platform to evaluate the design concept and installed performance of advanced technology engines being developed under the NASA Ultra Efficient Engine Technology (UEET) program. Upon installation of the UEET engines onto the UEET advanced technology airframes, the small and medium airplanes both achieved an additional 16% increase in fuel efficiency when using GE advanced turbofan engines. The large airplane achieved an 18% increase in fuel efficiency when using the P&W geared fan engine. The very large airplane (i.e. BWB), also using P&W geared fan engines, only achieved an additional 16% that was attributed to a non-optimized airplane/engine combination.

  4. Integrated Tools for Future Distributed Engine Control Technologies

    NASA Technical Reports Server (NTRS)

    Culley, Dennis; Thomas, Randy; Saus, Joseph

    2013-01-01

    Turbine engines are highly complex mechanical systems that are becoming increasingly dependent on control technologies to achieve system performance and safety metrics. However, the contribution of controls to these measurable system objectives is difficult to quantify due to a lack of tools capable of informing the decision makers. This shortcoming hinders technology insertion in the engine design process. NASA Glenn Research Center is developing a Hardware-inthe- Loop (HIL) platform and analysis tool set that will serve as a focal point for new control technologies, especially those related to the hardware development and integration of distributed engine control. The HIL platform is intended to enable rapid and detailed evaluation of new engine control applications, from conceptual design through hardware development, in order to quantify their impact on engine systems. This paper discusses the complex interactions of the control system, within the context of the larger engine system, and how new control technologies are changing that paradigm. The conceptual design of the new HIL platform is then described as a primary tool to address those interactions and how it will help feed the insertion of new technologies into future engine systems.

  5. Orbit transfer rocket engine technology program

    NASA Technical Reports Server (NTRS)

    Gustafson, N. B.; Harmon, T. J.

    1993-01-01

    An advanced near term (1990's) space-based Orbit Transfer Vehicle Engine (OTVE) system was designed, and the technologies applicable to its construction, maintenance, and operations were developed under Tasks A through F of the Orbit Transfer Rocket Engine Technology Program. Task A was a reporting task. In Task B, promising OTV turbomachinery technologies were explored: two stage partial admission turbines, high velocity ratio diffusing crossovers, soft wear ring seals, advanced bearing concepts, and a rotordynamic analysis. In Task C, a ribbed combustor design was developed. Possible rib and channel geometries were chosen analytically. Rib candidates were hot air tested and laser velocimeter boundary layer analyses were conducted. A channel geometry was also chosen on the basis of laser velocimeter data. To verify the predicted heat enhancement effects, a ribbed calorimeter spool was hot fire tested. Under Task D, the optimum expander cycle engine thrust, performance and envelope were established for a set of OTV missions. Optimal nozzle contours and quick disconnects for modularity were developed. Failure Modes and Effects Analyses, maintenance and reliability studies and component study results were incorporated into the engine system. Parametric trades on engine thrust, mixture ratio, and area ratio were also generated. A control system and the health monitoring and maintenance operations necessary for a space-based engine were outlined in Task E. In addition, combustor wall thickness measuring devices and a fiberoptic shaft monitor were developed. These monitoring devices were incorporated into preflight engine readiness checkout procedures. In Task F, the Integrated Component Evaluator (I.C.E.) was used to demonstrate performance and operational characteristics of an advanced expander cycle engine system and its component technologies. Sub-system checkouts and a system blowdown were performed. Short transitions were then made into main combustor ignition and

  6. Performance Benefits for a Turboshaft Engine Using Nonlinear Engine Control Technology Investigated

    NASA Technical Reports Server (NTRS)

    Jones, Scott M.

    2004-01-01

    The potential benefits of nonlinear engine control technology applied to a General Electric T700 helicopter engine were investigated. This technology is being developed by the U.S. Navy SPAWAR Systems Center for a variety of applications. When used as a means of active stability control, nonlinear engine control technology uses sensors and small amounts of injected air to allow compressors to operate with reduced stall margin, which can improve engine pressure ratio. The focus of this study was to determine the best achievable reduction in fuel consumption for the T700 turboshaft engine. A customer deck (computer code) was provided by General Electric to calculate the T700 engine performance, and the NASA Glenn Research Center used this code to perform the analysis. The results showed a 2- to 5-percent reduction in brake specific fuel consumption (BSFC) at the three Sikorsky H-60 helicopter operating points of cruise, loiter, and hover.

  7. Recent Technology Advances in Distributed Engine Control

    NASA Technical Reports Server (NTRS)

    Culley, Dennis

    2017-01-01

    This presentation provides an overview of the work performed at NASA Glenn Research Center in distributed engine control technology. This is control system hardware technology that overcomes engine system constraints by modularizing control hardware and integrating the components over communication networks.

  8. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  9. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  10. New Perspectives: Technology Teacher Education and Engineering Design

    ERIC Educational Resources Information Center

    Hill, Roger B.

    2006-01-01

    Initiatives to integrate engineering design within the field of technology education are increasingly evident. The National Science Foundation has encouraged and funded opportunities for technology educators and engineers to work collaboratively. However, perspectives regarding the role engineering should play within the discipline of technology…

  11. More than just a game: the role of simulation in the teaching of product design and entrepreneurship to mechanical engineering students

    NASA Astrophysics Data System (ADS)

    Costello, Gabriel J.

    2017-11-01

    The purpose of this work is to contribute to the debate on the best pedagogical approach to developing undergraduate mechanical engineering skills to meet the requirements of contemporary complex working environments. The paper provides an example of using student-entrepreneur collaboration in the teaching of modules to Mechanical Engineering final-year students. Problem-based learning (PBL) is one of the most significant recent innovations in the area of education for the professions. This work proposes to make an original contribution by simulating a real-life entrepreneur interaction for the students. The current literature largely confines simulation-based learning to computer applications such as games. However, this paper argues that role playing by students interfacing with technology start-ups can also be regarded as 'simulation' in a wider sense. Consequently, the paper proposes the concept of simulation-action learning as an enhancement of PBL and to distinguish it from computer simulation.

  12. Engineering Technology Education: Bibliography, 1988.

    ERIC Educational Resources Information Center

    Dyrud, Marilyn A.

    1989-01-01

    Lists articles and books related to engineering technology education published in 1988. Items are grouped administration, aeronautical, architectural, CAD/CAM, civil, computers, curriculum, electrical/electronics, industrial, industry/government/employers, instructional technology, laboratories, lasers, liberal studies, manufacturing, mechanical,…

  13. Educational Games for Learning

    ERIC Educational Resources Information Center

    Noemí, Peña-Miguel; Máximo, Sedano Hoyuelos

    2014-01-01

    The introduction of new technologies in society has created a need for interactive contents that can make the most of the potential that technological advances offer. Serious games as educational games are such content: they can be defined as video games or interactive applications whose main purpose is to provide not only entertainment but also…

  14. The Playful and Reflective Game Designer

    ERIC Educational Resources Information Center

    Majgaard, Gunver

    2014-01-01

    A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design. The aim was for students to develop a more critically…

  15. Online video game therapy for mental health concerns: a review.

    PubMed

    Wilkinson, Nathan; Ang, Rebecca P; Goh, Dion H

    2008-07-01

    There has been research on the use of offline video games for therapeutic purposes but online video game therapy is still fairly under-researched. Online therapeutic interventions have only recently included a gaming component. Hence, this review represents a timely first step toward taking advantage of these recent technological and cultural innovations, particularly for the treatment of special-needs groups such as the young, the elderly and people with various conditions such as ADHD, anxiety and autism spectrum disorders. A review integrating research findings on two technological advances was conducted: the home computer boom of the 1980s, which triggered a flood of research on therapeutic video games for the treatment of various mental health conditions; and the rise of the internet in the 1990s, which caused computers to be seen as conduits for therapeutic interaction rather than replacements for the therapist. We discuss how video games and the internet can now be combined in therapeutic interventions, as attested by a consideration of pioneering studies. Future research into online video game therapy for mental health concerns might focus on two broad types of game: simple society games, which are accessible and enjoyable to players of all ages, and online worlds, which offer a unique opportunity for narrative content and immersive remote interaction with therapists and fellow patients. Both genres might be used for assessment and training purposes, and provide an unlimited platform for social interaction. The mental health community can benefit from more collaborative efforts between therapists and engineers, making such innovations a reality.

  16. Engineering Technology Education Bibliography, 1990.

    ERIC Educational Resources Information Center

    Dyrud, Marilyn A.

    1991-01-01

    Lists over 340 materials published in 1990 related to engineering technology education and grouped under the following headings: administration; architectural; computer-assisted design/management (CAD/CAM); civil; computers; curriculum; electrical/electronics; industrial; industry/government/employers; instructional technology; laboratories;…

  17. Video-Game-Like Engine for Depicting Spacecraft Trajectories

    NASA Technical Reports Server (NTRS)

    Upchurch, Paul R.

    2009-01-01

    GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.

  18. Engineering innovation in healthcare: technology, ethics and persons.

    PubMed

    Bowen, W Richard

    2011-01-01

    Engineering makes profound contributions to our health. Many of these contributions benefit whole populations, such as clean water and sewage treatment, buildings, dependable sources of energy, efficient harvesting and storage of food, and pharmaceutical manufacture. Thus, ethical assessment of these and other engineering activities has often emphasized benefits to communities. This is in contrast to medical ethics, which has tended to emphasize the individual patient affected by a doctor's actions. However technological innovation is leading to an entanglement of the activities, and hence ethical responsibilities, of healthcare professionals and engineering professionals. The article outlines three categories of innovation: assistive technologies, telehealthcare and quasi-autonomous systems. Approaches to engineering ethics are described and applied to these innovations. Such innovations raise a number of ethical opportunities and challenges, especially as the complexity of the technology increases. In particular the design and operation of the technologies require engineers to seek closer involvement with the persons benefiting from their work. Future innovation will require engineers to have a good knowledge of human biology and psychology. More particularly, healthcare engineers will need to prioritize each person's wellbeing, agency, human relationships and ecological self rather than technology, in the same way that doctors prioritize the treatment of persons rather than their diseases.

  19. Designing Philadelphia Land Science as a Game to Promote Identity Exploration

    ERIC Educational Resources Information Center

    Barany, Amanda; Shah, Mamta; Cellitti, Jessica; Duka, Migela; Swiecki, Zachari; Evenstone, Amanda; Kinley, Hannah; Quigley, Peter; Shaffer, David Williamson; Foster, Aroutis

    2017-01-01

    Few digital tools are designed to support identity exploration around careers in science, technology, engineering, and mathematics (STEM) that may help close existing representation gaps in STEM fields. The aim of this project is to inform the design of games that facilitate learning as identity change as defined by the Projective Reflection…

  20. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.

    PubMed

    Borghese, Nunzio Alberto; Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D

    2013-04-01

    The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo ® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft ® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo ® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy

  1. Advanced component technologies for energy-efficient turbofan engines

    NASA Technical Reports Server (NTRS)

    Saunders, N. T.

    1980-01-01

    The paper reviews NASA's Energy Efficient Engine Project which was initiated to provide the advanced technology base for a new generation of fuel-conservative engines for introduction into airline service by the late 1980s. Efforts in this project are directed at advancing engine component and systems technologies to a point of demonstrating technology-readiness by 1984. Early results indicate high promise in achieving most of the goals established in the project.

  2. Let's get technical! Gaming and technology for weight control and health promotion in children.

    PubMed

    Baranowski, Tom; Frankel, Leslie

    2012-02-01

    Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.

  3. Rapid cross platform healthcare gaming design and implementation: The cost effective methodology.

    PubMed

    Zhang, Melvyn W B; Ho, Roger C M

    2016-11-14

    There have been massive advances in E-Health and M-Health technology, with recent interest in the utility of games for healthcare and the promotion of well-being and recovery as well as patient empowerment. There has been various review demonstrating the clinical effectiveness and efficacy of games for healthcare. It is the aim of this technical note to illustrate how appropriate gaming engines could be used by non-expert clinicians to program games that could run across various platforms, as well as games that could integrate well with existing mechanical sensors. This would address the limitations with regards to the evidence base of games, as well as the limitations in the deployment of games to various participants. More importantly, games designed are also more likely to be cost-effective and lower in cost. The ability of integration with existing mechanical sensors would value-add existing games and enable recovery and remediation in various domains of health. This would further expand the potential of games as an adjunctive treatment for patients, or at least, to maintain the gains that they have made in their recovery process.

  4. STEM: Science Technology Engineering Mathematics

    ERIC Educational Resources Information Center

    Carnevale, Anthony P.; Smith, Nicole; Melton, Michelle

    2011-01-01

    The generative economic power and social influence of Science, Technology, Engineering, and Mathematics (STEM) has made the production of a capable science and engineering workforce a priority among business and policy leaders. They are rightly concerned that without a robust STEM workforce, the nation will become less competitive in the global…

  5. Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country

    ERIC Educational Resources Information Center

    Vate-U-Lan, Poonsri

    2015-01-01

    This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…

  6. Orbit Transfer Rocket Engine Technology Program: Advanced engine study, task D.1/D.3

    NASA Technical Reports Server (NTRS)

    Martinez, A.; Erickson, C.; Hines, B.

    1986-01-01

    Concepts for space maintainability of OTV engines were examined. An engine design was developed which was driven by space maintenance requirements and by a failure mode and effects (FME) analysis. Modularity within the engine was shown to offer cost benefits and improved space maintenance capabilities. Space operable disconnects were conceptualized for both engine change-out and for module replacement. Through FME mitigation the modules were conceptualized to contain the least reliable and most often replaced engine components. A preliminary space maintenance plan was developed around a controls and condition monitoring system using advanced sensors, controls, and condition monitoring concepts. A complete engine layout was prepared satisfying current vehicle requirements and utilizing projected component advanced technologies. A technology plan for developing the required technology was assembled.

  7. STEM Career Cluster Engineering and Technology Education pathway in Georgia: Perceptions of Georgia engineering and technology education high school teachers and CTAE administrators as measured by the Characteristics of Engineering and Technology Education survey

    NASA Astrophysics Data System (ADS)

    Crenshaw, Mark VanBuren

    This study examined the perceptions held by Georgia Science, Technology, Engineering, and Mathematics (STEM) Career Cluster Engineering and Technology Education (ETE) high school pathway teachers and Georgia's Career, Technical and Agriculture Education (CTAE) administrators regarding the ETE pathway and its effect on implementation within their district and schools. It provides strategies for ETE teaching methods, curriculum content, STEM integration, and how to improve the ETE pathway program of study. Current teaching and curricular trends were examined in ETE as well as the role ETE should play as related to STEM education. The study, using the Characteristics of Engineering and Technology Education Survey, was conducted to answer the following research questions: (a) Is there a significant difference in the perception of ETE teaching methodology between Georgia ETE high school teachers and CTAE administrators as measured by the Characteristics of Engineering and Technology Education Survey? (b) Is there a significant difference in the perception of ETE curriculum content between Georgia ETE high school teachers and CTAE administrators as measured by the Characteristics of Engineering and Technology Education Survey? (c) Is there a significant difference in the perception of STEM integration in the ETE high school pathway between Georgia ETE high school teachers and CTAE administrators as measured by the Characteristics of Engineering and Technology Education Survey? and (d) Is there a significant difference in the perception of how to improve the ETE high school pathway between Georgia ETE high school teachers and CTAE administrators as measured by the Characteristics of Engineering and Technology Education Survey? Suggestions for further research also were offered.

  8. Effectiveness of virtual reality using Wii gaming technology in children with Down syndrome.

    PubMed

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n = 105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of sensorimotor functions. At post-intervention, the treatment groups significantly outperformed the control group on all measures. Participants in the VRWii group had a greater pre-post change on motor proficiency, visual-integrative abilities, and sensory integrative functioning. Virtual reality using Wii gaming technology demonstrated benefit in improving sensorimotor functions among children with DS. It could be used as adjuvant therapy to other proven successful rehabilitative interventions in treating children with DS. Copyright © 2010 Elsevier Ltd. All rights reserved.

  9. Technology: Learning Can Be Fun and Games

    ERIC Educational Resources Information Center

    Siegle, Del

    2015-01-01

    Video games can provide cognitive, motivational, emotional, and social benefits to students when properly implemented in the classroom. Teachers who are well versed in their curriculum can use games to differentiate instruction for gifted and talented students. This article discusses the benefits of gaming in education settings and provides…

  10. Systems Engineering and Integration for Technology Programs

    NASA Technical Reports Server (NTRS)

    Kennedy, Kruss J.

    2006-01-01

    The Architecture, Habitability & Integration group (AH&I) is a system engineering and integration test team within the NASA Crew and Thermal Systems Division (CTSD) at Johnson Space Center. AH&I identifies and resolves system-level integration issues within the research and technology development community. The timely resolution of these integration issues is fundamental to the development of human system requirements and exploration capability. The integration of the many individual components necessary to construct an artificial environment is difficult. The necessary interactions between individual components and systems must be approached in a piece-wise fashion to achieve repeatable results. A formal systems engineering (SE) approach to define, develop, and integrate quality systems within the life support community has been developed. This approach will allow a Research & Technology Program to systematically approach the development, management, and quality of technology deliverables to the various exploration missions. A tiered system engineering structure has been proposed to implement best systems engineering practices across all development levels from basic research to working assemblies. These practices will be implemented through a management plan across all applicable programs, projects, elements and teams. While many of the engineering practices are common to other industries, the implementation is specific to technology development. An accounting of the systems engineering management philosophy will be discussed and the associated programmatic processes will be presented.

  11. Diesel Technology: Engines. [Teacher and Student Editions.

    ERIC Educational Resources Information Center

    Barbieri, Dave; Miller, Roger; Kellum, Mary

    Competency-based teacher and student materials on diesel engines are provided for a diesel technology curriculum. Seventeen units of instruction cover the following topics: introduction to engine principles and procedures; engine systems and components; fuel systems; engine diagnosis and maintenance. The materials are based on the…

  12. Civil Engineering Technology Needs Assessment.

    ERIC Educational Resources Information Center

    Oakland Community Coll., Farmington, MI. Office of Institutional Planning and Analysis.

    In 1991, a study was conducted by Oakland Community College (OCC) to evaluate the need for a proposed Civil Engineering Technology program. An initial examination of the literature focused on industry needs and the job market for civil engineering technicians. In order to gather information on local area employers' hiring practices and needs, a…

  13. Two innovative healthcare technologies at the intersection of serious games, alternative realities, and play therapy.

    PubMed

    Brahnam, Sheryl; Brooks, Anthony L

    2014-01-01

    Using game technologies and digital media for improving physical and mental health and for the therapeutic benefit and well-being of a wide range of people is an area of study that is rapidly expanding. Much research in this emerging field is centered at the intersection of serious games, alternative realities, and play therapy. In this paper the authors describe their transdisciplinary work at this intersection: i) an integrative system of psychotherapy technologies called MyPsySpace currently being prototyped in Second Life with the aim of offering new and virtual translations of traditional expressive therapies (virtual sandplay, virtual drama therapy, digital expressive therapy, and virtual safe spaces) and ii) a mature body of research entitled SoundScapes that is exploring the use of interactive video games and abstract creative expression (making music, digital painting, and robotic device control) as a supplement to traditional physical rehabilitation intervention. Aside from introducing our work to a broader audience, our goal is to encourage peers to investigate ideas that reach across disciplines-to both risk and reap the benefits of combining technologies, theories, and methods stemming from multiple disciplines.

  14. Augmenting your own reality: student authoring of science-based augmented reality games.

    PubMed

    Klopfer, Eric; Sheldon, Josh

    2010-01-01

    Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.

  15. Feasibility of modified remotely monitored in-home gaming technology for improving hand function in adolescents with cerebral palsy.

    PubMed

    Huber, Meghan; Rabin, Bryan; Docan, Ciprian; Burdea, Grigore C; AbdelBaky, Moustafa; Golomb, Meredith R

    2010-03-01

    The convergence of game technology, the Internet, and rehabilitation science forms the second-generation virtual rehabilitation framework. This paper presents the first pilot study designed to look at the feasibility of at-home use of gaming technology adapted to address hand impairments in adolescents with hemiplegia due to perinatal stroke or intraventricular hemorrhage. Three participants trained at home for approximately 30 min/day, several days a week, for six to ten months. During therapy, they wore a fifths dimension technologies ultra sensing glove and played custom-developed Java 3D games on a modified PlayStation 3. The games were designed to accommodate the participants' limited range of motion, and to improve finger range and speed of motion. Trials took place in Indiana, while monitoFring/data storage took place at Rutgers Tele-Rehabilitation Institute (New Jersey). Significant improvements in finger range of motion (as measured by the sensing glove) were associated with self- and family-reported improvements in activities of daily living. In online subjective evaluations, participants indicated that they liked the system ease of use, clarity of instructions, and appropriate length of exercising. Other telerehabilitation studies are compared to this study and its technology challenges. Directions for future research are included.

  16. Multimedia Image Technology and Computer Aided Manufacturing Engineering Analysis

    NASA Astrophysics Data System (ADS)

    Nan, Song

    2018-03-01

    Since the reform and opening up, with the continuous development of science and technology in China, more and more advanced science and technology have emerged under the trend of diversification. Multimedia imaging technology, for example, has a significant and positive impact on computer aided manufacturing engineering in China. From the perspective of scientific and technological advancement and development, the multimedia image technology has a very positive influence on the application and development of computer-aided manufacturing engineering, whether in function or function play. Therefore, this paper mainly starts from the concept of multimedia image technology to analyze the application of multimedia image technology in computer aided manufacturing engineering.

  17. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    NASA Astrophysics Data System (ADS)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  18. Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

    PubMed

    Preston, Nick; Weightman, Andrew; Gallagher, Justin; Holt, Raymond; Clarke, Michael; Mon-Williams, Mark; Levesley, Martin; Bhakta, Bipinchandra

    2016-01-01

    We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics. Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics. No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007). School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity. Implications for Rehabilitation School premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology. Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance). The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.

  19. A quantum extension to inspection game

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Chang, Shuhua; Wang, Zhen

    2016-06-01

    Quantum game theory is a new interdisciplinary field between game theory and system engineering research. In this paper, we extend the classical inspection game into a quantum game version by quantizing the strategy space and importing entanglement between players. Our results show that the quantum inspection game has various Nash equilibria depending on the initial quantum state of the game. It is also shown that quantization can respectively help each player to increase his own payoff, yet fails to bring Pareto improvement for the collective payoff in the quantum inspection game.

  20. Augmenting Your Own Reality: Student Authoring of Science-Based Augmented Reality Games

    ERIC Educational Resources Information Center

    Klopfer, Eric; Sheldon, Josh

    2010-01-01

    Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…

  1. Evolving technologies drive the new roles of Biomedical Engineering.

    PubMed

    Frisch, P H; St Germain, J; Lui, W

    2008-01-01

    Rapidly changing technology coupled with the financial impact of organized health care, has required hospital Biomedical Engineering organizations to augment their traditional operational and business models to increase their role in developing enhanced clinical applications utilizing new and evolving technologies. The deployment of these technology based applications has required Biomedical Engineering organizations to re-organize to optimize the manner in which they provide and manage services. Memorial Sloan-Kettering Cancer Center has implemented a strategy to explore evolving technologies integrating them into enhanced clinical applications while optimally utilizing the expertise of the traditional Biomedical Engineering component (Clinical Engineering) to provide expanded support in technology / equipment management, device repair, preventive maintenance and integration with legacy clinical systems. Specifically, Biomedical Engineering is an integral component of the Medical Physics Department which provides comprehensive and integrated support to the Center in advanced physical, technical and engineering technology. This organizational structure emphasizes the integration and collaboration between a spectrum of technical expertise for clinical support and equipment management roles. The high cost of clinical equipment purchases coupled with the increasing cost of service has driven equipment management responsibilities to include significant business and financial aspects to provide a cost effective service model. This case study details the dynamics of these expanded roles, future initiatives and benefits for Biomedical Engineering and Memorial Sloan Kettering Cancer Center.

  2. Technology and Curriculum Standards: How Well Do Internet-Based Learning Games Support Common Core Standards for Mathematics?

    ERIC Educational Resources Information Center

    Bingham, Teri; Ray, Jan

    2013-01-01

    In an effort to keep up with the new generation of digital learners, educators are integrating multiple forms of technology into their teaching, including online learning game applications. The purpose of this study was to determine the degree to which internet-based learning game applications selected by preservice teachers were aligned with the…

  3. Engine Validation of Noise and Emission Reduction Technology Phase I

    NASA Technical Reports Server (NTRS)

    Weir, Don (Editor)

    2008-01-01

    This final report has been prepared by Honeywell Aerospace, Phoenix, Arizona, a unit of Honeywell International, Inc., documenting work performed during the period December 2004 through August 2007 for the NASA Glenn Research Center, Cleveland, Ohio, under the Revolutionary Aero-Space Engine Research (RASER) Program, Contract No. NAS3-01136, Task Order 8, Engine Validation of Noise and Emission Reduction Technology Phase I. The NASA Task Manager was Dr. Joe Grady of the NASA Glenn Research Center. The NASA Contract Officer was Mr. Albert Spence of the NASA Glenn Research Center. This report is for a test program in which NASA funded engine validations of integrated technologies that reduce aircraft engine noise. These technologies address the reduction of engine fan and jet noise, and noise associated with propulsion/airframe integration. The results of these tests will be used by NASA to identify the engineering tradeoffs associated with the technologies that are needed to enable advanced engine systems to meet stringent goals for the reduction of noise. The objectives of this program are to (1) conduct system engineering and integration efforts to define the engine test-bed configuration; (2) develop selected noise reduction technologies to a technical maturity sufficient to enable engine testing and validation of those technologies in the FY06-07 time frame; (3) conduct engine tests designed to gain insight into the sources, mechanisms and characteristics of noise in the engines; and (4) establish baseline engine noise measurements for subsequent use in the evaluation of noise reduction.

  4. Infusing Software Engineering Technology into Practice at NASA

    NASA Technical Reports Server (NTRS)

    Pressburger, Thomas; Feather, Martin S.; Hinchey, Michael; Markosia, Lawrence

    2006-01-01

    We present an ongoing effort of the NASA Software Engineering Initiative to encourage the use of advanced software engineering technology on NASA projects. Technology infusion is in general a difficult process yet this effort seems to have found a modest approach that is successful for some types of technologies. We outline the process and describe the experience of the technology infusions that occurred over a two year period. We also present some lessons from the experiences.

  5. Process Engineering Technology Center Initiative

    NASA Technical Reports Server (NTRS)

    Centeno, Martha A.

    2001-01-01

    NASA's Kennedy Space Center (KSC) is developing as a world-class Spaceport Technology Center (STC). From a process engineering (PE) perspective, the facilities used for flight hardware processing at KSC are NASA's premier factories. The products of these factories are safe, successful shuttle and expendable vehicle launches carrying state-of-the-art payloads. PE is devoted to process design, process management, and process improvement, rather than product design. PE also emphasizes the relationships of workers with systems and processes. Thus, it is difficult to speak of having a laboratory for PE at KSC because the entire facility is practically a laboratory when observed from a macro level perspective. However, it becomes necessary, at times, to show and display how KSC has benefited from PE and how KSC has contributed to the development of PE; hence, it has been proposed that a Process Engineering Technology Center (PETC) be developed to offer a place with a centralized focus on PE projects, and a place where KSC's PE capabilities can be showcased, and a venue where new Process Engineering technologies can be investigated and tested. Graphics for showcasing PE capabilities have been designed, and two initial test beds for PE technology research have been identified. Specifically, one test bed will look into the use of wearable computers with head mounted displays to deliver work instructions; the other test bed will look into developing simulation models that can be assembled into one to create a hierarchical model.

  6. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation

    PubMed Central

    Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D.

    2013-01-01

    Abstract Objective The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. Subjects and Methods We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. Results The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with

  7. Concise Review: Organ Engineering: Design, Technology, and Integration.

    PubMed

    Kaushik, Gaurav; Leijten, Jeroen; Khademhosseini, Ali

    2017-01-01

    Engineering complex tissues and whole organs has the potential to dramatically impact translational medicine in several avenues. Organ engineering is a discipline that integrates biological knowledge of embryological development, anatomy, physiology, and cellular interactions with enabling technologies including biocompatible biomaterials and biofabrication platforms such as three-dimensional bioprinting. When engineering complex tissues and organs, core design principles must be taken into account, such as the structure-function relationship, biochemical signaling, mechanics, gradients, and spatial constraints. Technological advances in biomaterials, biofabrication, and biomedical imaging allow for in vitro control of these factors to recreate in vivo phenomena. Finally, organ engineering emerges as an integration of biological design and technical rigor. An overall workflow for organ engineering and guiding technology to advance biology as well as a perspective on necessary future iterations in the field is discussed. Stem Cells 2017;35:51-60. © 2016 AlphaMed Press.

  8. D Model Visualization Enhancements in Real-Time Game Engines

    NASA Astrophysics Data System (ADS)

    Merlo, A.; Sánchez Belenguer, C.; Vendrell Vidal, E.; Fantini, F.; Aliperta, A.

    2013-02-01

    This paper describes two procedures used to disseminate tangible cultural heritage through real-time 3D simulations providing accurate-scientific representations. The main idea is to create simple geometries (with low-poly count) and apply two different texture maps to them: a normal map and a displacement map. There are two ways to achieve models that fit with normal or displacement maps: with the former (normal maps), the number of polygons in the reality-based model may be dramatically reduced by decimation algorithms and then normals may be calculated by rendering them to texture solutions (baking). With the latter, a LOD model is needed; its topology has to be quad-dominant for it to be converted to a good quality subdivision surface (with consistent tangency and curvature all over). The subdivision surface is constructed using methodologies for the construction of assets borrowed from character animation: these techniques have been recently implemented in many entertainment applications known as "retopology". The normal map is used as usual, in order to shade the surface of the model in a realistic way. The displacement map is used to finish, in real-time, the flat faces of the object, by adding the geometric detail missing in the low-poly models. The accuracy of the resulting geometry is progressively refined based on the distance from the viewing point, so the result is like a continuous level of detail, the only difference being that there is no need to create different 3D models for one and the same object. All geometric detail is calculated in real-time according to the displacement map. This approach can be used in Unity, a real-time 3D engine originally designed for developing computer games. It provides a powerful rendering engine, fully integrated with a complete set of intuitive tools and rapid workflows that allow users to easily create interactive 3D contents. With the release of Unity 4.0, new rendering features have been added, including Direct

  9. Wind Energy Workforce Development: Engineering, Science, & Technology

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lesieutre, George A.; Stewart, Susan W.; Bridgen, Marc

    2013-03-29

    Broadly, this project involved the development and delivery of a new curriculum in wind energy engineering at the Pennsylvania State University; this includes enhancement of the Renewable Energy program at the Pennsylvania College of Technology. The new curricula at Penn State includes addition of wind energy-focused material in more than five existing courses in aerospace engineering, mechanical engineering, engineering science and mechanics and energy engineering, as well as three new online graduate courses. The online graduate courses represent a stand-alone Graduate Certificate in Wind Energy, and provide the core of a Wind Energy Option in an online intercollege professional Mastersmore » degree in Renewable Energy and Sustainability Systems. The Pennsylvania College of Technology erected a 10 kilowatt Xzeres wind turbine that is dedicated to educating the renewable energy workforce. The entire construction process was incorporated into the Renewable Energy A.A.S. degree program, the Building Science and Sustainable Design B.S. program, and other construction-related coursework throughout the School of Construction and Design Technologies. Follow-on outcomes include additional non-credit opportunities as well as secondary school career readiness events, community outreach activities, and public awareness postings.« less

  10. Investigating Knowledge Creation Technology in an Engineering Course

    ERIC Educational Resources Information Center

    Jalonen, Satu; Lakkala, Minna; Paavola, Sami

    2011-01-01

    The aim of the present study was to examine the technological affordances of a web-based collaborative learning technology, Knowledge Practices Environment (KPE), for supporting different dimensions of knowledge creation processes. KPE was used by engineering students in a practically oriented undergraduate engineering course. The study…

  11. Integrating Engineering Design into Technology Education: Georgia's Perspective

    ERIC Educational Resources Information Center

    Denson, Cameron D.; Kelley, Todd R.; Wicklein, Robert C.

    2009-01-01

    This descriptive research study reported on Georgia's secondary level (grades 6-12) technology education programs capability to incorporate engineering concepts and/or engineering design into their curriculum. Participants were middle school and high school teachers in the state of Georgia who currently teach technology education. Participants…

  12. CTE's Role in Science, Technology, Engineering and Mathematics

    ERIC Educational Resources Information Center

    Hyslop, Alisha

    2010-01-01

    For the last several years, concern has been brewing about America's underinvestment and underperformance in science, technology, engineering and mathematics--the fields collectively known as STEM. STEM can be described as an initiative for securing America's leadership in science, technology, engineering and mathematics fields and identifying…

  13. Turbine Engine Hot Section Technology, 1985

    NASA Technical Reports Server (NTRS)

    1985-01-01

    The Turbine Engine Section Technology (HOST) Project Office of the Lewis Research Center sponsored a workshop to discuss current research pertinent to turbine engine hot section durability problems. Presentations were made concerning hot section environment and the behavior of combustion liners, turbine blades, and turbine vanes.

  14. Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Donald; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul

    2016-01-01

    NASA's Space Technology Mission Directorate (STMD) and the Game Changing Development Program (GCDP) were created to develop new technologies. This paper describes four entry system technologies that are funded by the GCDP and summarizes the lessons learned during the development. The investments are already beginning to show success, mission infusion pathways after five years of existence. It is hoped that our experience and observations, drawn from projects supported by the GCD program/STMD, Orion and SMD can help current and future technology development projects. Observations on fostering a culture of success and on constraints that limit greater success are also provided.

  15. Conventional engine technology. Volume 3: Comparisons and future potential

    NASA Technical Reports Server (NTRS)

    Dowdy, M. W.

    1981-01-01

    The status of five conventional automobile engine technologies was assessed and the future potential for increasing fuel economy and reducing exhaust emission was discussed, using the 1980 EPA California emisions standards as a comparative basis. By 1986, the fuel economy of a uniform charge Otto engine with a three-way catalyst is expected to increase 10%, while vehicles with lean burn (fast burn) engines should show a 20% fuel economy increase. Although vehicles with stratified-charge engines and rotary engines are expected to improve, their fuel economy will remain inferior to the other engine types. When adequate NO emissions control methods are implemented to meet the EPA requirements, vehicles with prechamber diesel engines are expected to yield a fuel economy advantage of about 15%. While successful introduction of direct injection diesel engine technology will provide a fuel savings of 30 to 35%, the planned regulation of exhaust particulates could seriously hinder this technology, because it is expected that only the smallest diesel engine vehicles could meet the proposed particulate requirements.

  16. Video Game Programmers Learn to "Pitch"

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2007-01-01

    New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…

  17. An Application of Games-Based Learning within Software Engineering

    ERIC Educational Resources Information Center

    Connolly, Thomas M.; Stansfield, Mark; Hainey, Thomas

    2007-01-01

    For some time now, computer games have played an important role in both children and adults' leisure activities. While there has been much written on the negative aspects of computer games, it has also been recognised that they have potential advantages and benefits. There is no doubt that computer games are highly engaging and incorporate…

  18. Gaming Preferences of Aging Generations.

    PubMed

    Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R

    2014-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.

  19. Science and Technology Resources on the Internet: Standards Resources for Engineering and Technology

    ERIC Educational Resources Information Center

    Phillips, Margaret; Huber, Sarah

    2017-01-01

    The goal of this webliography is to provide an introduction to standards resources for librarians that support post-secondary engineering and technology programs, as well as engineering and technology faculty members and students. It serves as a reference on standards collection development and integrating standards information literacy into…

  20. Changing the Game: What Happens when Video Games Enter the Classroom?

    ERIC Educational Resources Information Center

    Squire, Kurt

    2005-01-01

    Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…

  1. Active Gaming: The Future of Play?

    ERIC Educational Resources Information Center

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

  2. Software engineering technology transfer: Understanding the process

    NASA Technical Reports Server (NTRS)

    Zelkowitz, Marvin V.

    1993-01-01

    Technology transfer is of crucial concern to both government and industry today. In this report, the mechanisms developed by NASA to transfer technology are explored and the actual mechanisms used to transfer software development technologies are investigated. Time, cost, and effectiveness of software engineering technology transfer is reported.

  3. Use of Soft Computing Technologies For Rocket Engine Control

    NASA Technical Reports Server (NTRS)

    Trevino, Luis C.; Olcmen, Semih; Polites, Michael

    2003-01-01

    The problem to be addressed in this paper is to explore how the use of Soft Computing Technologies (SCT) could be employed to further improve overall engine system reliability and performance. Specifically, this will be presented by enhancing rocket engine control and engine health management (EHM) using SCT coupled with conventional control technologies, and sound software engineering practices used in Marshall s Flight Software Group. The principle goals are to improve software management, software development time and maintenance, processor execution, fault tolerance and mitigation, and nonlinear control in power level transitions. The intent is not to discuss any shortcomings of existing engine control and EHM methodologies, but to provide alternative design choices for control, EHM, implementation, performance, and sustaining engineering. The approaches outlined in this paper will require knowledge in the fields of rocket engine propulsion, software engineering for embedded systems, and soft computing technologies (i.e., neural networks, fuzzy logic, and Bayesian belief networks), much of which is presented in this paper. The first targeted demonstration rocket engine platform is the MC-1 (formerly FASTRAC Engine) which is simulated with hardware and software in the Marshall Avionics & Software Testbed laboratory that

  4. High Thrust-to-Power Annular Engine Technology

    NASA Technical Reports Server (NTRS)

    Patterson, Michael J.; Thomas, Robert E.; Crofton, Mark W.; Young, Jason A.; Foster, John E.

    2015-01-01

    Gridded ion engines have the highest efficiency and total impulse of any mature electric propulsion technology, and have been successfully implemented for primary propulsion in both geocentric and heliocentric environments with excellent ground/in-space correlation of performance. However, they have not been optimized to maximize thrust-to-power, an important parameter for Earth orbit transfer applications. This publication discusses technology development work intended to maximize this parameter. These activities include investigating the capabilities of a non-conventional design approach, the annular engine, which has the potential of exceeding the thrust-to-power of other EP technologies. This publication discusses the status of this work, including the fabrication and initial tests of a large-area annular engine. This work is being conducted in collaboration among NASA Glenn Research Center, The Aerospace Corporation, and the University of Michigan.

  5. High Thrust-to-Power Annular Engine Technology

    NASA Technical Reports Server (NTRS)

    Patterson, Michael; Thomas, Robert; Crofton, Mark; Young, Jason A.; Foster, John E.

    2015-01-01

    Gridded ion engines have the highest efficiency and total impulse of any mature electric propulsion technology, and have been successfully implemented for primary propulsion in both geocentric and heliocentric environments with excellent ground-in-space correlation of performance. However, they have not been optimized to maximize thrust-to-power, an important parameter for Earth orbit transfer applications. This publication discusses technology development work intended to maximize this parameter. These activities include investigating the capabilities of a non-conventional design approach, the annular engine, which has the potential of exceeding the thrust-to-power of other EP technologies. This publication discusses the status of this work, including the fabrication and initial tests of a large-area annular engine. This work is being conducted in collaboration among NASA Glenn Research Center, The Aerospace Corporation, and the University of Michigan.

  6. Process Engineering Technology Center Initiative

    NASA Technical Reports Server (NTRS)

    Centeno, Martha A.

    2002-01-01

    NASA's Kennedy Space Center (KSC) is developing as a world-class Spaceport Technology Center (STC). From a process engineering (PE) perspective, the facilities used for flight hardware processing at KSC are NASA's premier factories. The products of these factories are safe, successful shuttle and expendable vehicle launches carrying state-of-the-art payloads. PE is devoted to process design, process management, and process improvement, rather than product design. PE also emphasizes the relationships of workers with systems and processes. Thus, it is difficult to speak of having a laboratory for PE at K.S.C. because the entire facility is practically a laboratory when observed from a macro level perspective. However, it becomes necessary, at times, to show and display how K.S.C. has benefited from PE and how K.S.C. has contributed to the development of PE; hence, it has been proposed that a Process Engineering Technology Center (PETC) be developed to offer a place with a centralized focus on PE projects, and a place where K.S.C.'s PE capabilities can be showcased, and a venue where new Process Engineering technologies can be investigated and tested. Graphics for showcasing PE capabilities have been designed, and two initial test beds for PE technology research have been identified. Specifically, one test bed will look into the use of wearable computers with head mounted displays to deliver work instructions; the other test bed will look into developing simulation models that can be assembled into one to create a hierarchical model.

  7. Virtual reality and interactive digital game technology: new tools to address obesity and diabetes.

    PubMed

    Skip Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-03-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. © 2011 Diabetes Technology Society.

  8. JPRS Report. Science & Technology, USSR: Engineering & Equipment.

    DTIC Science & Technology

    1988-12-19

    unlimited Science & Technology USSR: Engineering & Equipment ^PRODUCED BY ^J’ODNALTECSL OF AMERCE SPR/NGnEL^ff’^1-INFORMATION S 22161 SERVICE...rv> DTIC QUALITY mSHBOTSD j5 Science & Technology USSR: Engineering & Equipment JPRS-UEQ-88-006 CONTENTS 19 DECEMBER 1988 Nuclear Energy Fuel...PROMYSHLENNOST, No 4, Apr 88] 36 Determining the Demand for Automated Foundry Equipment [A.A. Panov; MEKHAN1ZATS1YA IAVTOMATIZATSIYA PROIZVODSTVA, Apr 88] 40

  9. Textile Technologies and Tissue Engineering: A Path Towards Organ Weaving

    PubMed Central

    Akbari, Mohsen; Tamayol, Ali; Bagherifard, Sara; Serex, Ludovic; Mostafalu, Pooria; Faramarzi, Negar; Mohammadi, Mohammad Hossein

    2016-01-01

    Textile technologies have recently attracted great attention as potential biofabrication tools for engineering tissue constructs. Using current textile technologies, fibrous structures can be designed and engineered to attain the required properties that are demanded by different tissue engineering applications. Several key parameters such as physiochemical characteristics of fibers, pore size and mechanical properties of the fabrics play important role in the effective use of textile technologies in tissue engineering. This review summarizes the current advances in the manufacturing of biofunctional fibers. Different textile methods such as knitting, weaving, and braiding are discussed and their current applications in tissue engineering are highlighted. PMID:26924450

  10. Fundamental Computer Science Conceptual Understandings for High School Students Using Original Computer Game Design

    ERIC Educational Resources Information Center

    Ernst, Jeremy V.; Clark, Aaron C.

    2012-01-01

    In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…

  11. IT as a Game Changer

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2012-01-01

    Information technology can be a game changer in higher education, as it has been in other sectors. Information technology has brought about much of the economic growth of the past century, accelerating globalization and fostering democracy. This chapter explores many ways that information technology can be a game changer. Some are as simple as…

  12. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    ERIC Educational Resources Information Center

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  13. The use of gaming technology for rehabilitation in people with multiple sclerosis.

    PubMed

    Taylor, M J D; Griffin, M

    2015-04-01

    Gaming technology - exergaming - is a novel tool to facilitate exercise, improve balance, and encourage rehabilitation training. This review will describe some of the key exergame research to promote physical activity and its use in rehabilitation in other diseases or clinical populations. We will then describe the current state of research in exergaming in people with multiple sclerosis and describe the theories for the mechanism behind some of the improvements in outcomes seen after using exergaming. Lastly, we will identify gaps in the literature and provide directions for future work in this growing area. The current work is contradictory and there is no consensus with regards to training duration/intensity and the outcomes used to assess the clinical effectiveness. This in part is due to the off-the-shelf nature of the games used. A more satisfactory approach would be the development of bespoke games which match a clinical need. Exergames are seen as enjoyable and could be effective in enhancing adherence to rehabilitation. However, the definitive RCT has yet to be carried out comparing exergaming to traditional exercise. © The Author(s), 2014.

  14. Technology Challenges for Deep-Throttle Cryogenic Engines for Space Exploration

    NASA Technical Reports Server (NTRS)

    Brown, Kendall K.; Nelson, Karl W.

    2005-01-01

    Historically, cryogenic rocket engines have not been used for in-space applications due to their additional complexity, the mission need for high reliability, and the challenges of propellant boil-off. While the mission and vehicle architectures are not yet defined for the lunar and Martian robotic and human exploration objectives, cryogenic rocket engines offer the potential for higher performance and greater architecture/mission flexibility. In-situ cryogenic propellant production could enable a more robust exploration program by significantly reducing the propellant mass delivered to low earth orbit, thus warranting the evaluation of cryogenic rocket engines versus the hypergolic bi-propellant engines used in the Apollo program. A multi-use engine. one which can provide the functionality that separate engines provided in the Apollo mission architecture, is desirable for lunar and Mars exploration missions because it increases overall architecture effectiveness through commonality and modularity. The engine requirement derivation process must address each unique mission application and each unique phase within each mission. The resulting requirements, such as thrust level, performance, packaging, bum duration, number of operations; required impulses for each trajectory phase; operation after extended space or surface exposure; availability for inspection and maintenance; throttle range for planetary descent, ascent, acceleration limits and many more must be addressed. Within engine system studies, the system and component technology, capability, and risks must be evaluated and a balance between the appropriate amount of technology-push and technology-pull must be addressed. This paper will summarize many of the key technology challenges associated with using high-performance cryogenic liquid propellant rocket engine systems and components in the exploration program architectures. The paper is divided into two areas. The first area describes how the mission

  15. Technology Challenges for Deep-Throttle Cryogenic Engines for Space Exploration

    NASA Astrophysics Data System (ADS)

    Brown, Kendall K.; Nelson, Karl W.

    2005-02-01

    Historically, cryogenic rocket engines have not been used for in-space applications due to their additional complexity, the mission need for high reliability, and the challenges of propellant boil-off. While the mission and vehicle architectures are not yet defined for the lunar and Martian robotic and human exploration objectives, cryogenic rocket engines offer the potential for higher performance and greater architecture/mission flexibility. In-situ cryogenic propellant production could enable a more robust exploration program by significantly reducing the propellant mass delivered to low earth orbit, thus warranting the evaluation of cryogenic rocket engines versus the hypergolic bipropellant engines used in the Apollo program. A multi-use engine, one which can provide the functionality that separate engines provided in the Apollo mission architecture, is desirable for lunar and Mars exploration missions because it increases overall architecture effectiveness through commonality and modularity. The engine requirement derivation process must address each unique mission application and each unique phase within each mission. The resulting requirements, such as thrust level, performance, packaging, burn duration, number of operations; required impulses for each trajectory phase; operation after extended space or surface exposure; availability for inspection and maintenance; throttle range for planetary descent, ascent, acceleration limits and many more must be addressed. Within engine system studies, the system and component technology, capability, and risks must be evaluated and a balance between the appropriate amount of technology-push and technology-pull must be addressed. This paper will summarize many of the key technology challenges associated with using high-performance cryogenic liquid propellant rocket engine systems and components in the exploration program architectures. The paper is divided into two areas. The first area describes how the mission

  16. Delivering Core Engineering Concepts to Secondary Level Students. Research in Engineering and Technology Education

    ERIC Educational Resources Information Center

    Merrill, Chris; Custer, Rodney L.; Daugherty, Jenny; Westrick, Martin; Zeng, Yong

    2007-01-01

    Within primary and secondary school technology education, engineering has been proposed as an avenue to bring about technological literacy. Different initiatives such as curriculum development projects (i.e., Project ProBase and Project Lead The Way) and National Science Foundation funded projects such as the National Center for Engineering and…

  17. Gaming Preferences of Aging Generations

    PubMed Central

    Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.

    2017-01-01

    Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699

  18. Examining Engineering & Technology Students' Acceptance of Network Virtualization Technology Using the Technology Acceptance Model

    ERIC Educational Resources Information Center

    Yousif, Wael K.

    2010-01-01

    This causal and correlational study was designed to extend the Technology Acceptance Model (TAM) and to test its applicability to Valencia Community College (VCC) Engineering and Technology students as the target user group when investigating the factors influencing their decision to adopt and to utilize VMware as the target technology. In…

  19. Textile Technologies and Tissue Engineering: A Path Toward Organ Weaving.

    PubMed

    Akbari, Mohsen; Tamayol, Ali; Bagherifard, Sara; Serex, Ludovic; Mostafalu, Pooria; Faramarzi, Negar; Mohammadi, Mohammad Hossein; Khademhosseini, Ali

    2016-04-06

    Textile technologies have recently attracted great attention as potential biofabrication tools for engineering tissue constructs. Using current textile technologies, fibrous structures can be designed and engineered to attain the required properties that are demanded by different tissue engineering applications. Several key parameters such as physiochemical characteristics of fibers, microarchitecture, and mechanical properties of the fabrics play important roles in the effective use of textile technologies in tissue engineering. This review summarizes the current advances in the manufacturing of biofunctional fibers. Different textile methods such as knitting, weaving, and braiding are discussed and their current applications in tissue engineering are highlighted. © 2016 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  20. 78 FR 24241 - Nanoscale Science, Engineering, and Technology Subcommittee; Committee on Technology, National...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2013-04-24

    ... OFFICE OF SCIENCE AND TECHNOLOGY POLICY Nanoscale Science, Engineering, and Technology Subcommittee; Committee on Technology, National Science and Technology Council; Notice of Public Meeting AGENCY: Executive Office of the President, Office of Science and Technology Policy. ACTION: Notice of Public Meeting...

  1. 77 FR 61448 - Nanoscale Science, Engineering and Technology Subcommittee Committee on Technology, National...

    Federal Register 2010, 2011, 2012, 2013, 2014

    2012-10-09

    ... OFFICE OF SCIENCE AND TECHNOLOGY POLICY Nanoscale Science, Engineering and Technology Subcommittee Committee on Technology, National Science and Technology Council; Public Meetings AGENCY: Executive Office of the President, Office of Science and Technology Policy. ACTION: Notice of Public Meetings. SUMMARY...

  2. Industrial Partnership Prosperity Game{trademark}

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyak, K.; Berman, M.; Beck, D.

    1998-02-01

    Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less

  3. Project KEWL: Kinect Engineering With Learning

    NASA Technical Reports Server (NTRS)

    Norris, Jeff; Goza, Sharon; Shores, David

    2011-01-01

    Project KEWL is a joint project between NASA/JPL and NASA/JSC to stimulate interest of children in Science, Technology, Engineering and Math (STEM) and bring the NASA space exploration experience to the classroom, museum and ultimately the living room. Using the Kinect game controller KEWL allows children to engage in NASA s missions in a fundamentally new way. KEWL allows children to experiment with gravity on Mars and the Moon; navigate through the International Space Station; fix a torn solar array on the ISS; drive a robot on Mars; visit an Asteroid; learn about the differences in gravity on different planets and control Robonaut 2 using their body as the input device. Project KEWL complements NASA s outreach investments in television, mobile platforms and the web by engaging the public through the rapidly expanding medium of console gaming. In 2008, 97% of teenagers played video games and 86% played on a home gaming console. (source: http://pewresearch.org/pubs/953/) As of March 2011, there have been more than 10 million Kinects sold. (source: http://www.itproportal.com/2011/03/10/kinect-record-breaking-sales-figures-top-10-million/) Project KEWL interacts with children on a platform on which they spend much of their time and teaches them information about NASA while they are having fun. Project KEWL progressed from completely custom C++ code written in house to using a commercial game engine. The art work and 3D geometry models come from existing engineering work or are created by the KEWL development team. Six different KEWL applications have been demonstrated at nine different venues including schools, museums, conferences, and NASA outreach events. These demonstrations have allowed the developers the chance to interact with players and observe the gameplay mechanics in action. The lessons learned were then incorporated into the subsequent versions of the applications.

  4. Educational Technologies for Precollege Engineering Education

    ERIC Educational Resources Information Center

    Riojas, M.; Lysecky, S.; Rozenblit, J.

    2012-01-01

    Numerous efforts seek to increase awareness, interest, and participation in scientific and technological fields at the precollege level. Studies have shown these students are at a critical age where exposure to engineering and other related fields such as science, mathematics, and technology greatly impact their career goals. A variety of advanced…

  5. Effectiveness of Virtual Reality Using Wii Gaming Technology in Children with Down Syndrome

    ERIC Educational Resources Information Center

    Wuang, Yee-Pay; Chiang, Ching-Sui; Su, Chwen-Yng; Wang, Chih-Chung

    2011-01-01

    This quasi-experimental study compared the effect of standard occupational therapy (SOT) and virtual reality using Wii gaming technology (VRWii) on children with Down syndrome (DS). Children (n=105) were randomly assigned to intervention with either SOT or VRWii, while another 50 served as controls. All children were assessed with measures of…

  6. Applying Technology Ranking and Systems Engineering in Advanced Life Support

    NASA Technical Reports Server (NTRS)

    Jones, Harry; Luna, Bernadette (Technical Monitor)

    2000-01-01

    According to the Advanced Life Support (ALS) Program Plan, the Systems Modeling and Analysis Project (SMAP) has two important tasks: 1) prioritizing investments in ALS Research and Technology Development (R&TD), and 2) guiding the evolution of ALS systems. Investments could be prioritized simply by independently ranking different technologies, but we should also consider a technology's impact on system design. Guiding future ALS systems will require SMAP to consider many aspects of systems engineering. R&TD investments can be prioritized using familiar methods for ranking technology. The first step is gathering data on technology performance, safety, readiness level, and cost. Then the technologies are ranked using metrics or by decision analysis using net present economic value. The R&TD portfolio can be optimized to provide the maximum expected payoff in the face of uncertain future events. But more is needed. The optimum ALS system can not be designed simply by selecting the best technology for each predefined subsystem. Incorporating a new technology, such as food plants, can change the specifications of other subsystems, such as air regeneration. Systems must be designed top-down starting from system objectives, not bottom-up from selected technologies. The familiar top-down systems engineering process includes defining mission objectives, mission design, system specification, technology analysis, preliminary design, and detail design. Technology selection is only one part of systems analysis and engineering, and it is strongly related to the subsystem definitions. ALS systems should be designed using top-down systems engineering. R&TD technology selection should consider how the technology affects ALS system design. Technology ranking is useful but it is only a small part of systems engineering.

  7. Simple Games . . . or Are They?

    ERIC Educational Resources Information Center

    Arn, Susan Kyle

    2006-01-01

    Students today begin using computers and playing video games as early as two years old. The technology behind these games is more complicated than most people can imagine. In this article, the author presents some simple number games which seem easy at the beginning, but as the games are repeated, mathematical content becomes more of the focus…

  8. A Study on the Game Programming Education Based on Educational Game Engine at School

    ERIC Educational Resources Information Center

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  9. Small Engine Component Technology (SECT) study. Program report

    NASA Technical Reports Server (NTRS)

    Almodovar, E.; Exley, T.; Kaehler, H.; Schneider, W.

    1986-01-01

    The study was conducted to identify high payoff technologies for year 2000 small gas turbine applications and to provide a technology plan for guiding future research and technology efforts. A regenerative cycle turboprop engine was selected for a 19 passenger commuter aircraft application. A series of engines incorporating eight levels of advanced technologies were studied and their impact on aircraft performance was evaluated. The study indicated a potential reduction in fuel burn of 38.3 percent. At $1.00 per gallon fuel price, a potential DOC benefit of 12.5 percent would be achieved. At $2.00 per gallon, the potential DOC benefit would increase to 17.0 percent. Four advanced technologies are recommended and appropriate research and technology programs were established to reach the year 2000 goals.

  10. Critical Low-Noise Technologies Being Developed for Engine Noise Reduction Systems Subproject

    NASA Technical Reports Server (NTRS)

    Grady, Joseph E.; Civinskas, Kestutis C.

    2004-01-01

    NASA's previous Advanced Subsonic Technology (AST) Noise Reduction Program delivered the initial technologies for meeting a 10-year goal of a 10-dB reduction in total aircraft system noise. Technology Readiness Levels achieved for the engine-noise-reduction technologies ranged from 4 (rig scale) to 6 (engine demonstration). The current Quiet Aircraft Technology (QAT) project is building on those AST accomplishments to achieve the additional noise reduction needed to meet the Aerospace Technology Enterprise's 10-year goal, again validated through a combination of laboratory rig and engine demonstration tests. In order to meet the Aerospace Technology Enterprise goal for future aircraft of a 50- reduction in the perceived noise level, reductions of 4 dB are needed in both fan and jet noise. The primary objectives of the Engine Noise Reduction Systems (ENRS) subproject are, therefore, to develop technologies to reduce both fan and jet noise by 4 dB, to demonstrate these technologies in engine tests, and to develop and experimentally validate Computational Aero Acoustics (CAA) computer codes that will improve our ability to predict engine noise.

  11. Earthquake: Game-based learning for 21st century STEM education

    NASA Astrophysics Data System (ADS)

    Perkins, Abigail Christine

    To play is to learn. A lack of empirical research within game-based learning literature, however, has hindered educational stakeholders to make informed decisions about game-based learning for 21st century STEM education. In this study, I modified a research and development (R&D) process to create a collaborative-competitive educational board game illuminating elements of earthquake engineering. I oriented instruction- and game-design principles around 21st century science education to adapt the R&D process to develop the educational game, Earthquake. As part of the R&D, I evaluated Earthquake for empirical evidence to support the claim that game-play results in student gains in critical thinking, scientific argumentation, metacognitive abilities, and earthquake engineering content knowledge. I developed Earthquake with the aid of eight focus groups with varying levels of expertise in science education research, teaching, administration, and game-design. After developing a functional prototype, I pilot-tested Earthquake with teacher-participants (n=14) who engaged in semi-structured interviews after their game-play. I analyzed teacher interviews with constant comparison methodology. I used teachers' comments and feedback from content knowledge experts to integrate game modifications, implementing results to improve Earthquake. I added player roles, simplified phrasing on cards, and produced an introductory video. I then administered the modified Earthquake game to two groups of high school student-participants (n = 6), who played twice. To seek evidence documenting support for my knowledge claim, I analyzed videotapes of students' game-play using a game-based learning checklist. My assessment of learning gains revealed increases in all categories of students' performance: critical thinking, metacognition, scientific argumentation, and earthquake engineering content knowledge acquisition. Players in both student-groups improved mostly in critical thinking, having

  12. International Conference of Applied Science and Technology for Infrastructure Engineering

    NASA Astrophysics Data System (ADS)

    Elvina Santoso, Shelvy; Hardianto, Ekky

    2017-11-01

    Preface: International Conference of Applied Science and Technology for Infrastructure Engineering (ICASIE) 2017. The International Conference of Applied Science and Technology for Infrastructure Engineering (ICASIE) 2017 has been scheduled and successfully taken place at Swiss-Bell Inn Hotel, Surabaya, Indonesia, on August 5th 2017 organized by Department of Civil Infrastructure Engineering, Faculty of Vocation, Institut Teknologi Sepuluh Nopember (ITS). This annual event aims to create synergies between government, private sectors; employers; practitioners; and academics. This conference has different theme each year and “MATERIAL FOR INFRASTUCTURE ENGINEERING” will be taken for this year’s main theme. In addition, we also provide a platform for various other sub-theme topic including but not limited to Geopolymer Concrete and Materials Technology, Structural Dynamics, Engineering, and Sustainability, Seismic Design and Control of Structural Vibrations, Innovative and Green Buildings, Project Management, Transportation and Highway Engineering, Geotechnical Engineering, Water Engineering and Resources Management, Surveying and Geospatial Engineering, Coastal Engineering, Geophysics, Energy, Electronic and Mechatronic, Industrial Process, and Data Mining. List of Organizers, Journal Editors, Steering Committee, International Scientific Committee, Chairman, Keynote Speakers are available in this pdf.

  13. Simulation training tools for nonlethal weapons using gaming environments

    NASA Astrophysics Data System (ADS)

    Donne, Alexsana; Eagan, Justin; Tse, Gabriel; Vanderslice, Tom; Woods, Jerry

    2006-05-01

    Modern simulation techniques have a growing role for evaluating new technologies and for developing cost-effective training programs. A mission simulator facilitates the productive exchange of ideas by demonstration of concepts through compellingly realistic computer simulation. Revolutionary advances in 3D simulation technology have made it possible for desktop computers to process strikingly realistic and complex interactions with results depicted in real-time. Computer games now allow for multiple real human players and "artificially intelligent" (AI) simulated robots to play together. Advances in computer processing power have compensated for the inherent intensive calculations required for complex simulation scenarios. The main components of the leading game-engines have been released for user modifications, enabling game enthusiasts and amateur programmers to advance the state-of-the-art in AI and computer simulation technologies. It is now possible to simulate sophisticated and realistic conflict situations in order to evaluate the impact of non-lethal devices as well as conflict resolution procedures using such devices. Simulations can reduce training costs as end users: learn what a device does and doesn't do prior to use, understand responses to the device prior to deployment, determine if the device is appropriate for their situational responses, and train with new devices and techniques before purchasing hardware. This paper will present the status of SARA's mission simulation development activities, based on the Half-Life gameengine, for the purpose of evaluating the latest non-lethal weapon devices, and for developing training tools for such devices.

  14. FY04 Engineering Technology Reports Laboratory Directed Research and Development

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Sharpe, R M

    2005-01-27

    This report summarizes the science and technology research and development efforts in Lawrence Livermore National Laboratory's Engineering Directorate for FY2004, and exemplifies Engineering's more than 50-year history of developing the technologies needed to support the Laboratory's missions. Engineering has been a partner in every major program and project at the Laboratory throughout its existence and has prepared for this role with a skilled workforce and the technical resources developed through venues like the Laboratory Directed Research and Development Program (LDRD). This accomplishment is well summarized by Engineering's mission: ''Enable program success today and ensure the Laboratory's vitality tomorrow''. Engineering's investmentmore » in technologies is carried out through two programs, the ''Tech Base'' program and the LDRD program. LDRD is the vehicle for creating those technologies and competencies that are cutting edge. These require a significant level of research or contain some unknown that needs to be fully understood. Tech Base is used to apply technologies to a Laboratory need. The term commonly used for Tech Base projects is ''reduction to practice''. Therefore, the LDRD report covered here has a strong research emphasis. Areas that are presented all fall into those needed to accomplish our mission. For FY2004, Engineering's LDRD projects were focused on mesoscale target fabrication and characterization, development of engineering computational capability, material studies and modeling, remote sensing and communications, and microtechnology and nanotechnology for national security applications. Engineering's five Centers, in partnership with the Division Leaders and Department Heads, are responsible for guiding the long-term science and technology investments for the Directorate. The Centers represent technologies that have been identified as critical for the present and future work of the Laboratory, and are chartered to develop their

  15. Using Games-Based eLearning Technologies in Overcoming Difficulties in Teaching Information Systems

    ERIC Educational Resources Information Center

    Connolly, Thomas; Stanfield, Mark

    2006-01-01

    The contributions of this research center on two major areas: delineation of a new model of distance education in which the authors identify three generations of eLearning; and examination of how eLearning and games-based eLearning technologies can be used to enrich the Information Systems (IS) learning experiences of students with different…

  16. Technology Education Benefits from the Inclusion of Pre-Engineering Education

    ERIC Educational Resources Information Center

    Rogers, Steve; Rogers, George E.

    2005-01-01

    Technology education is being taught today in almost every high school and middle school in America. Over 1000 technology education departments are now including pre-engineering education in their programs. According to these authors, the time has come for the profession to agree that including pre-engineering education in technology education…

  17. Application of Statistics in Engineering Technology Programs

    ERIC Educational Resources Information Center

    Zhan, Wei; Fink, Rainer; Fang, Alex

    2010-01-01

    Statistics is a critical tool for robustness analysis, measurement system error analysis, test data analysis, probabilistic risk assessment, and many other fields in the engineering world. Traditionally, however, statistics is not extensively used in undergraduate engineering technology (ET) programs, resulting in a major disconnect from industry…

  18. Engineering Research and Development and Technology thrust area report FY92

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Langland, R.T.; Minichino, C.

    1993-03-01

    The mission of the Engineering Research, Development, and Technology Program at Lawrence Livermore National Laboratory (LLNL) is to develop the technical staff and the technology needed to support current and future LLNL programs. To accomplish this mission, the Engineering Research, Development, and Technology Program has two important goals: (1) to identify key technologies and (2) to conduct high-quality work to enhance our capabilities in these key technologies. To help focus our efforts, we identify technology thrust areas and select technical leaders for each area. The thrust areas are integrated engineering activities and, rather than being based on individual disciplines, theymore » are staffed by personnel from Electronics Engineering, Mechanical Engineering, and other LLNL organizations, as appropriate. The thrust area leaders are expected to establish strong links to LLNL program leaders and to industry; to use outside and inside experts to review the quality and direction of the work; to use university contacts to supplement and complement their efforts; and to be certain that we are not duplicating the work of others. This annual report, organized by thrust area, describes activities conducted within the Program for the fiscal year 1992. Its intent is to provide timely summaries of objectives, theories, methods, and results. The nine thrust areas for this fiscal year are: Computational Electronics and Electromagnetics; Computational Mechanics; Diagnostics and Microelectronics; Emerging Technologies; Fabrication Technology; Materials Science and Engineering; Microwave and Pulsed Power; Nondestructive Evaluation; and Remote Sensing and Imaging, and Signal Engineering.« less

  19. Adaptive Engine Technologies for Aviation CO2 Emissions Reduction

    NASA Technical Reports Server (NTRS)

    Mercer, Carolyn R.; Haller, William J.; Tong, Michael T.

    2006-01-01

    Adaptive turbine engine technologies are assessed for their potential to reduce carbon dioxide emissions from commercial air transports.Technologies including inlet, fan, and compressor flow control, compressor stall control, blade clearance control, combustion control, active bearings and enabling technologies such as active materials and wireless sensors are discussed. The method of systems assessment is described, including strengths and weaknesses of the approach. Performance benefit estimates are presented for each technology, with a summary of potential emissions reduction possible from the development of new, adaptively controlled engine components.

  20. Achieving Helicopter Modernization with Advanced Technology Turbine Engines

    DTIC Science & Technology

    1999-04-01

    computer modeling of compressor and turbine aerody- digital engine control ( FADEC ) with manual backup. namics. Modern directionally solidified and single...controlled by a dual RAH.66A M channel FADEC , and features a very simple installation "" Improved Gross Weight and significantly reduced pilot...air separation efficiencies as an "advanced technology" engine. Technological meas- high as 97.5%. The FADEC improves acceleration, ures include but

  1. A study of female students enrollment in engineering technology stem programs

    NASA Astrophysics Data System (ADS)

    Habib, Ihab S.

    The problem studied in this research project was the enrollment of female STEM Engineering Technology students and the impact of professional mentoring and financial incentives on their enrollment, retention, and completion of engineering curriculum. Several tasks were presented in researchers' professional position; to recruit more students to the program, especially female as a minority in the Engineering Technology Department, make appropriate changes to the curriculum, and make improvements in mentoring students to improve rates of enrollment, retention, and completion of the program. A survey was created to study the effects of Science Engineering Technology and Mathematics for Engineering Technology (STEM ENGT) students' perceptions, mentorship, and scholarships availability, enrollment, retention, and program completion by enrolled student gender. Other studies have discovered that more scholarship and faculty mentorship support provided for female students resulted in improved diversity within engineering curricula student bodies (Sorcinelli, 2007).

  2. Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine

    NASA Astrophysics Data System (ADS)

    Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul

    2017-10-01

    Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.

  3. Civil Engineering Technology Program Guide.

    ERIC Educational Resources Information Center

    Georgia Univ., Athens. Dept. of Vocational Education.

    This program guide presents civil engineering technology curriculum for technical institutes in Georgia. The general information section contains the following: purpose and objectives; program description, including admissions, typical job titles, and accreditation and certification; and curriculum model, including standard curriculum sequence and…

  4. Innovative Technology in Engineering Education.

    ERIC Educational Resources Information Center

    Fishwick, Wilfred

    1991-01-01

    Discusses the impact that computer-assisted technologies, including applications to software, video recordings, and satellite broadcasts, have had upon the conventions and procedures within engineering education. Calls for the complete utilization of such devices through their appropriate integration into updated education activities effectively…

  5. Winning or Losing the Production Game.

    ERIC Educational Resources Information Center

    Smith, Roger A.

    1995-01-01

    With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)

  6. Space Station Engineering and Technology Development: Proceedings of the Panel on In-Space Engineering Research and Technology Development

    NASA Technical Reports Server (NTRS)

    1985-01-01

    In 1984 the ad hoc committee on Space Station Engineering and Technology Development of the Aeronautics and Space Engineering Board (ASEB) conducted a review of the National Aeronautics and Space Administration's (NASA's) space station program planning. The review addressed the initial operating configuration (IOC) of the station. The ASEB has reconstituted the ad hoc committee which then established panels to address each specific related subject. The participants of the panels come from the committee, industry, and universities. The proceedings of the Panel on In Space Engineering Research and Technology Development are presented in this report. Activities, and plans for identifying and developing R&T programs to be conducted by the space station and related in space support needs including module requirements are addressed. Consideration is given to use of the station for R&T for other government agencies, universities, and industry.

  7. Primary School Students' Views about Science, Technology and Engineering

    ERIC Educational Resources Information Center

    Pekmez, Esin

    2018-01-01

    Some of the main goals of science education are to increase students' knowledge about the technology and engineering design process, and to train students as scientifically and technologically literate individuals. The main purpose of this study is to find out primary students' views about science, technology and engineering. For this aim and in…

  8. Estimating the dilemma strength for game systems. Comment on "Universal scaling for the dilemma strength in evolutionary games", by Z. Wang et al.

    NASA Astrophysics Data System (ADS)

    Chen, Xiaojie

    2015-09-01

    The puzzle of cooperation exists widely in the realistic world, including biological, social, and engineering systems. How to solve the cooperation puzzle has received considerable attention in recent years [1]. Evolutionary game theory provides a common mathematical framework to study the problem of cooperation. In principle, these practical biological, social, or engineering systems can be described by complex game models composed of multiple autonomous individuals with mutual interactions. And generally there exists a dilemma for the evolution of cooperation in the game systems.

  9. Engineering Student Outcomes for Grades 9-12. Research in Engineering and Technology Education

    ERIC Educational Resources Information Center

    Childress, Vincent; Rhodes, Craig

    2006-01-01

    This research study was conducted during the 2005-2006 academic year. Its purpose is to help the National Center for Engineering and Technology Education determine those engineering outcomes that should be studied in high school when the high school student intends to pursue engineering in college. The results of the study will also be used to…

  10. Space Station engineering and technology development

    NASA Technical Reports Server (NTRS)

    1985-01-01

    Historical background, costs, organizational assignments, technology development, user requirements, mission evolution, systems analyses and design, systems engineering and integration, contracting, and policies of the space station are discussed.

  11. Virtual Reality and Interactive Digital Game Technology: New Tools to Address Obesity and Diabetes

    PubMed Central

    “Skip” Rizzo, Albert; Lange, Belinda; Suma, Evan A; Bolas, Mark

    2011-01-01

    The convergence of the exponential advances in virtual reality (VR)-enabling technologies with a growing body of clinical research and experience has fueled the evolution of the discipline of clinical VR. This article begins with a brief overview of methods for producing and delivering VR environments that can be accessed by users for a range of clinical health conditions. Interactive digital games and new forms of natural movement-based interface devices are also discussed in the context of the emerging area of exergaming, along with some of the early results from studies of energy expenditure during the use of these systems. While these results suggest that playing currently available active exergames uses significantly more energy than sedentary activities and is equivalent to a brisk walk, these activities do not reach the level of intensity that would match playing the actual sport, nor do they deliver the recommended daily amount of exercise for children. However, these results provide some support for the use of digital exergames using the current state of technology as a complement to, rather than a replacement, for regular exercise. This may change in the future as new advances in novel full-body interaction systems for providing vigorous interaction with digital games are expected to drive the creation of engaging, low-cost interactive game-based applications designed to increase exercise participation in persons at risk for obesity. PMID:21527091

  12. Military engine computational structures technology

    NASA Technical Reports Server (NTRS)

    Thomson, Daniel E.

    1992-01-01

    Integrated High Performance Turbine Engine Technology Initiative (IHPTET) goals require a strong analytical base. Effective analysis of composite materials is critical to life analysis and structural optimization. Accurate life prediction for all material systems is critical. User friendly systems are also desirable. Post processing of results is very important. The IHPTET goal is to double turbine engine propulsion capability by the year 2003. Fifty percent of the goal will come from advanced materials and structures, the other 50 percent will come from increasing performance. Computer programs are listed.

  13. Toys for Tots in Your Technology and Engineering Program

    ERIC Educational Resources Information Center

    Berkeihiser, Mike

    2016-01-01

    Most technology and engineering (T&E) classes are elective, so teachers are always looking for ways to market programs, engage students, and remind administrators and school board members about the good things T&E teachers do with and for kids. In this article, the Unionville High School (PA) Technology and Engineering Department describes…

  14. Engineering Technologies. State Competency Profile.

    ERIC Educational Resources Information Center

    Ohio State Univ., Columbus. Center on Education and Training for Employment.

    This document contains 397 competencies, grouped into 58 units, for tech prep programs in the engineering technologies cluster. The competencies were developed through collaboration of Ohio business, industry, and labor representatives and secondary and associate degree educators. The competencies are rated either "essential" (necessary…

  15. Quantifying the Effectiveness of Crowd-Sourced Serious Games

    DTIC Science & Technology

    2014-09-01

    of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions

  16. Supporting research and technology for automotive Stirling engine development

    NASA Technical Reports Server (NTRS)

    Tomazic, W. A.

    1980-01-01

    The technology advancement topics described are a part of the supporting research and technology (SRT) program conducted to support the major Stirling engine development program. This support focuses on developing alternatives or backups to the engine development in critical areas. These areas are materials, seals control, combustors and system analysis. Specific objectives and planned milestone schedules for future activities as now envisioned are described. These planned SRT activities are related to the timeline of the engine development program that they must support.

  17. STEM - Science, Technology, Engineering, & Mathematics Career Expo

    Science.gov Websites

    Search STEM - Science, Technology, Engineering, & Mathematics Career Expo Come to Fermilab to meet Career Expo on April 18, 2018! Here's your guide to the event. Meet scientists, engineers, & ; technicians Ask career questions of the experts Ask experts about educational pathways leading to specific

  18. Dynamic Gaming Platform (DGP)

    DTIC Science & Technology

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  19. Information Protection Engineering: Using Technology and Experience to Protect Assets

    DTIC Science & Technology

    2001-07-01

    SAIC’s highly experienced team has developed technology, techniques and expertise in protecting these information assets from electronic attack by...criminals, terrorists, hackers or nation states. INFORMATION PROTECTION ENGINEERING : Using Technology and Experience to Protect Assets William J. Marlow... Engineering : Using Technology and Experience to Protect Assets Contract or Grant Number Program Element Number Authors Marlow, William J. Project

  20. Liquid Oxygen/Liquid Methane Ascent Main Engine Technology Development

    NASA Technical Reports Server (NTRS)

    Robinson, Joel W.; Stephenson, David D.

    2008-01-01

    The National Aeronautics & Space Administration (NASA) has identified Liquid Oxygen (LO2)/Liquid Methane (LCH4) as a potential propellant combination for future space vehicles based upon the Exploration Systems Architecture Study (ESAS). The technology is estimated to have higher performance and lower overall systems mass compared to existing hypergolic propulsion systems. The current application considering this technology is the lunar ascent main engine (AME). AME is anticipated to be an expendable, pressure-fed engine to provide ascent from the moon at the completion of a 210 day lunar stay. The engine is expected to produce 5,500 lbf (24,465 N) thrust with variable inlet temperatures due to the cryogenic nature of the fuel and oxidizer. The primary technology risks include establishing reliable and robust ignition in vacuum conditions, maximizing specific impulse, developing rapid start capability for the descent abort, providing the capability for two starts and producing a total engine bum time over 500 seconds. This paper will highlight the efforts of the Marshall Space Flight Center (MSFC) in addressing risk reduction activities for this technology.

  1. A single instrument: engineering and engineering technology students demonstrating competence in ethics and professional standards.

    PubMed

    Feldhaus, Charles R; Wolter, Robert M; Hundley, Stephen P; Diemer, Tim

    2006-04-01

    This paper details efforts by the Purdue School of Engineering and Technology at Indiana University Purdue University Indianapolis (IUPUI) to create a single instrument for honors science, technology, engineering and mathematics (STEM) students wishing to demonstrate competence in the IUPUI Principles of Undergraduate Learning (PUL's) and Accreditation Board for Engineering and Technology (ABET) Engineering Accreditation Criterion (EAC) and Technology Accreditation Criterion (TAC) 2, a through k. Honors courses in Human Behavior, Ethical Decision-Making, Applied Leadership, International Issues and Leadership Theories and Processes were created along with a specific menu of activities and an assessment rubric based on PUL's and ABET criteria to evaluate student performance in the aforementioned courses. Students who complete the series of 18 Honors Credit hours are eligible for an Honors Certificate in Leadership Studies from the Department of Organizational Leadership and Supervision. Finally, an accounting of how various university assessment criteria, in this case the IUPUI Principles of Undergraduate Learning, can be linked to ABET outcomes and prove student competence in both, using the aforementioned courses, menu of items, and assessment rubrics; these will be analyzed and discussed.

  2. Future engineers: the intrinsic technology motivation of secondary school pupils

    NASA Astrophysics Data System (ADS)

    Jones, Lewis C. R.; McDermott, Hilary J.; Tyrer, John R.; Zanker, Nigel P.

    2018-07-01

    The supply of students motivated to study engineering in higher education is critical to the sector. Results are presented from the 'Mindsets STEM Enhancement Project'. Fifty-seven new resources packs, designed to improve STEM education in Design and Technology, were given to schools across London. A modified Intrinsic Motivation Inventory questionnaire measured pupils' (n = 458) motivation towards technology. The results show that although pupils have positive reactions to the technology content within Design and Technology lessons, the type of STEM resources and lessons created through the project had made no significant difference on pupils' interest/enjoyment towards technology. This suggests stand-alone resources do not improve pupil motivation. The impact of this work to engineering higher education is that the existing levels and the inability to improve pupil motivation in technology at school could be a factor affecting the pursuit of a technology or engineering related education or career.

  3. Mapping Engineering Concepts for Secondary Level Education. Final Report. Research in Engineering and Technology Education

    ERIC Educational Resources Information Center

    Daugherty, Jenny L.

    2011-01-01

    Much of the national attention on science, technology, engineering, and mathematics (STEM) education tends to concentrate on science and mathematics, with its emphasis on standardized test scores. However as the National Academy of Engineering Committee on K-12 Engineering Education stressed, engineering can contribute to the development of an…

  4. NASA Orbit Transfer Rocket Engine Technology Program

    NASA Technical Reports Server (NTRS)

    1984-01-01

    The advanced expander cycle engine with a 15,000 lb thrust level and a 6:1 mixture ratio and optimized performance was used as the baseline for a design study of the hydrogen/oxgyen propulsion system for the orbit transfer vehicle. The critical components of this engine are the thrust chamber, the turbomachinery, the extendible nozzle system, and the engine throttling system. Turbomachinery technology is examined for gears, bearing, seals, and rapid solidification rate turbopump shafts. Continuous throttling concepts are discussed. Components of the OTV engine described include the thrust chamber/nozzle assembly design, nozzles, the hydrogen regenerator, the gaseous oxygen heat exchanger, turbopumps, and the engine control valves.

  5. Serious Games for Sexual Health.

    PubMed

    Shegog, Ross; Brown, Katherine; Bull, Sheana; Christensen, John L; Hieftje, Kimberly; Jozkowski, Kristen N; Ybarra, Michele L

    2015-04-01

    Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invited a panel of sexual health researchers who are working at the intersection of sexual health behavior change and technology applications to comment on the place of serious games in furthering the field of sexual health. The panel grappled with six questions.

  6. Ohio Engineering Technologies Competency Profile.

    ERIC Educational Resources Information Center

    Miller, Lavonna; Draeger, Meg; Bowermeister, Bob; Wancho, Richard

    This document, which lists engineering technologies competencies as identified by representatives from business and industry as well as secondary and post-secondary educators throughout Ohio, is intended to assist individuals and organizations in developing college tech prep programs that will prepare students from secondary through post-secondary…

  7. Corrosion science, corrosion engineering, and advanced technologies

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Latanision, R.M.

    1995-04-01

    Professor R.M. Latanision was the 1994 recipient of the Willis Rodney Whitney Award sponsored by NACE International. The present work is taken from his award lecture at CORROSION/94 held in March 1994 in Baltimore, MD. Latanision discussed the interplay between corrosion science and corrosion engineering in advancing technology. His lecture focused on supercritical water oxidation and other technologies that have been under study in the H.H. Uhlig Corrosion Laboratory and in which the chemical properties of new materials and traditional materials have proven integral to the development of contemporary or advanced engineering systems.

  8. Development of Key Performance Indicators for the Engineering Technology Education Programs in Taiwan

    ERIC Educational Resources Information Center

    Lee, Lung-Sheng; Lai, Chun-Chin

    2004-01-01

    In comparison with engineering, engineering technology is more practical and purposeful. The engineering technology education programs in Taiwan have been mainly offered in 56 universities/colleges of technology (UTs/CTs) and are anticipated to continuously improve their performance to prepare quality engineering technologists. However, it is…

  9. Engineering Research and Technology Development on the Space Station

    NASA Technical Reports Server (NTRS)

    1996-01-01

    This report identifies and assesses the kinds of engineering research and technology development applicable to national, NASA, and commercial needs that can appropriately be performed on the space station. It also identifies the types of instrumentation that should be included in the space station design to support engineering research. The report contains a preliminary assessment of the potential benefits to U.S. competitiveness of engineering research that might be conducted on a space station, reviews NASA's current approach to jointly funded or cooperative experiments, and suggests modifications that might facilitate university and industry participation in engineering research and technology development activities on the space station.

  10. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  11. Small Engine Technology (SET) - Task 4, Regional Turboprop/Turbofan Engine Advanced Combustor Study

    NASA Technical Reports Server (NTRS)

    Reynolds, Robert; Srinivasan, Ram; Myers, Geoffrey; Cardenas, Manuel; Penko, Paul F. (Technical Monitor)

    2003-01-01

    Under the SET Program Task 4 - Regional Turboprop/Turbofan Engine Advanced Combustor Study, a total of ten low-emissions combustion system concepts were evaluated analytically for three different gas turbine engine geometries and three different levels of oxides of nitrogen (NOx) reduction technology, using an existing AlliedSignal three-dimensional (3-D) Computational Fluid Dynamics (CFD) code to predict Landing and Takeoff (LTO) engine cycle emission values. A list of potential Barrier Technologies to the successful implementation of these low-NOx combustor designs was created and assessed. A trade study was performed that ranked each of the ten study configurations on the basis of a number of manufacturing and durability factors, in addition to emissions levels. The results of the trade study identified three basic NOx-emissions reduction concepts that could be incorporated in proposed follow-on combustor technology development programs aimed at demonstrating low-NOx combustor hardware. These concepts are: high-flow swirlers and primary orifices, fuel-preparation cans, and double-dome swirlers.

  12. Advanced High-Temperature Engine Materials Technology Progresses

    NASA Technical Reports Server (NTRS)

    1995-01-01

    The objective of the Advanced High Temperature Engine Materials Technology Program (HITEMP) is to generate technology for advanced materials and structural analysis that will increase fuel economy, improve reliability, extend life, and reduce operating costs for 21st century civil propulsion systems. The primary focus is on fan and compressor materials (polymer-matrix composites--PMC's), compressor and turbine materials (superalloys, and metal-matrix and intermetallic-matrix composites--MMC's and IMC's) and turbine materials (ceramic-matrix composites--CMC's). These advanced materials are being developed by in-house researchers and on grants and contracts. NASA considers this program to be a focused materials and structures research effort that builds on our base research programs and supports component-development projects. HITEMP is coordinated with the Advanced Subsonic Technology (AST) Program and the Department of Defense/NASA Integrated High-Performance Turbine Engine Technology (IHPTET) Program. Advanced materials and structures technologies from HITEMP may be used in these future applications. Recent technical accomplishments have not only improved the state-of-the-art but have wideranging applications to industry. A high-temperature thin-film strain gage was developed to measure both dynamic and static strain up to 1100 C (2000 F). The gage's unique feature is that it is minimally intrusive. This technology, which received a 1995 R&D 100 Award, has been transferred to AlliedSignal Engines, General Electric Company, and Ford Motor Company. Analytical models developed at the NASA Lewis Research Center were used to study Textron Specialty Materials' manufacturing process for titanium-matrix composite rings. Implementation of our recommendations on tooling and processing conditions resulted in the production of defect free rings. In the Lincoln Composites/AlliedSignal/Lewis cooperative program, a composite compressor case is being manufactured with a Lewis

  13. Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)

    DTIC Science & Technology

    2016-05-23

    U.S. ARMY TANK AUTOMOTIVE RESEARCH, DEVELOPMENT AND ENGINEERING CENTER Tactical Behavior Mining of a Soldier-Based Gaming Environment 5/23/2016 …Plus...Distribution Statement A. Approved for public release; distribution is unlimited. 4 One Solution: Use a Physics-Based Game Environment TARDEC VIRTUAL...EXPERIMENTS CAPABILITY  VBS3 Training Game  ុ Soldier Experiments  2-3 Days = Several Refights  Lickert Subjective Questionaires  ESP Engine

  14. Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming

    ERIC Educational Resources Information Center

    Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2009-01-01

    Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…

  15. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology.

    PubMed

    Paim, Crislaine Pires Padilha; Goldmeier, Silvia

    2017-01-10

    Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom's taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. The development of the game called "Playing with Tweezers" was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. The "digital" nursing student needs engagement, stimulation, reality, and entertainment, not just readings. "Playing with Tweezers" is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not

  16. Computer Class Role Playing Games, an innovative teaching methodology based on STEM and ICT: first experimental results

    NASA Astrophysics Data System (ADS)

    Maraffi, S.

    2016-12-01

    Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".

  17. FY 2007 Progress Report for Advanced Combustion Engine Technologies

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    None, None

    2007-12-01

    Advanced combustion engines have great potential for achieving dramatic energy efficiency improvements in light-duty vehicle applications, where it is suited to both conventional and hybrid- electric powertrain configurations. Light-duty vehicles with advanced combustion engines can compete directly with gasoline engine hybrid vehicles in terms of fuel economy and consumer-friendly driving characteristics; also, they are projected to have energy efficiencies that are competitive with hydrogen fuel cell vehicles when used in hybrid applications.Advanced engine technologies being researched and developed by the Advanced Combustion Engine R&D Sub-Program will also allow the use of hydrogen as a fuel in ICEs and will providemore » an energy-efficient interim hydrogen-based powertrain technology during the transition to hydrogen/fuelcell-powered transportation vehicles.« less

  18. IVTS-CEV (Interactive Video Tape System-Combat Engineer Vehicle) Gunnery Trainer.

    DTIC Science & Technology

    1981-07-01

    video game technology developed for and marketed in consumer video games. The IVTS/CEV is a conceptual/breadboard-level classroom interactive training system designed to train Combat Engineer Vehicle (CEV) gunners in target acquisition and engagement with the main gun. The concept demonstration consists of two units: a gunner station and a display module. The gunner station has optics and gun controls replicating those of the CEV gunner station. The display module contains a standard large-screen color video monitor and a video tape player. The gunner’s sight

  19. Intercultural Communication in Management of Engineering and Technology

    NASA Astrophysics Data System (ADS)

    Miyoshi, Kazuhisa

    Companies want more business-minded industrial technology managers and engineers with entrepreneurial skills who also have an awareness of the challenges of global marketplace. Both the Master of Engineering and Management Degree (MEM) and the Master of Management of Technology Degree (MOT) aim to meet the needs of industry by offering managers and engineers the critical skills need to be successful in a professional career. The world today is characterized by an ever-growing number of contacts resulting in communication between people in industry with different linguistic and cultural backgrounds. This communication takes place because of contacts within the areas of business, engineering, technology, science, and education but also because of immigration brought about by labor shortage or political conflicts. In all these contacts, there is communication, which needs to be as constructive as possible, without misunderstandings and breakdowns. Knowledge on the nature of linguistic and cultural similarities and differences can play a positive and constructive role. The objective of this paper is to examine what makes the difference in communication between people with diverse cultural background. In addition, it emphasizes the importance of diversity management and diversity leadership in the diverse workplace.

  20. An overview of the Small Engine Component Technology (SECT) studies

    NASA Technical Reports Server (NTRS)

    Vanco, M. R.; Wintucky, W. T.; Niedzwiecki, R. W.

    1986-01-01

    The objectives of the joint NASA/Army SECT Studies were to identify high payoff technologies for year 2000 small gas turbine engine applications and to provide a technology plan for guiding future research and technology efforts applicable to rotorcraft, commuter and general aviation aircraft and cruise missiles. Competitive contracts were awarded to Allison, AVCO Lycoming, Garrett, Teledyne CAE and Williams International. This paper presents an overview of the contractors' study efforts for the commuter, rotorcraft, cruise missile, and auxiliary power (APU) applications with engines in the 250 to 1,000 horsepower size range. Reference aircraft, missions and engines were selected. Advanced engine configurations and cycles with projected year 2000 component technologies were evaluated and compared with a reference engine selected by the contractor. For typical commuter and rotorcraft applications, fuel savings of 22 percent to 42 percent can be attained. For $1/gallon and $2/gallon fuel, reductions in direct operating cost range from 6 percent to 16 percent and from 11 percent to 17 percent respectively. For subsonic strategic cruise missile applications, fuel savings of 38 percent to 54 percent can be achieved which allows 35 percent to 60 percent increase in mission range and life cycle cost reductions of 40 percent to 56 percent. High payoff technologies have been identified for all applications.

  1. Cranioplasty prosthesis manufacturing based on reverse engineering technology

    PubMed Central

    Chrzan, Robert; Urbanik, Andrzej; Karbowski, Krzysztof; Moskała, Marek; Polak, Jarosław; Pyrich, Marek

    2012-01-01

    Summary Background Most patients with large focal skull bone loss after craniectomy are referred for cranioplasty. Reverse engineering is a technology which creates a computer-aided design (CAD) model of a real structure. Rapid prototyping is a technology which produces physical objects from virtual CAD models. The aim of this study was to assess the clinical usefulness of these technologies in cranioplasty prosthesis manufacturing. Material/Methods CT was performed on 19 patients with focal skull bone loss after craniectomy, using a dedicated protocol. A material model of skull deficit was produced using computer numerical control (CNC) milling, and individually pre-operatively adjusted polypropylene-polyester prosthesis was prepared. In a control group of 20 patients a prosthesis was manually adjusted to each patient by a neurosurgeon during surgery, without using CT-based reverse engineering/rapid prototyping. In each case, the prosthesis was implanted into the patient. The mean operating times in both groups were compared. Results In the group of patients with reverse engineering/rapid prototyping-based cranioplasty, the mean operating time was shorter (120.3 min) compared to that in the control group (136.5 min). The neurosurgeons found the new technology particularly useful in more complicated bone deficits with different curvatures in various planes. Conclusions Reverse engineering and rapid prototyping may reduce the time needed for cranioplasty neurosurgery and improve the prosthesis fitting. Such technologies may utilize data obtained by commonly used spiral CT scanners. The manufacturing of individually adjusted prostheses should be commonly used in patients planned for cranioplasty with synthetic material. PMID:22207125

  2. Polymer microarray technology for stem cell engineering

    PubMed Central

    Coyle, Robert; Jia, Jia; Mei, Ying

    2015-01-01

    Stem cells hold remarkable promise for applications in tissue engineering and disease modeling. During the past decade, significant progress has been made in developing soluble factors (e.g., small molecules and growth factors) to direct stem cells into a desired phenotype. However, the current lack of suitable synthetic materials to regulate stem cell activity has limited the realization of the enormous potential of stem cells. This can be attributed to a large number of materials properties (e.g., chemical structures and physical properties of materials) that can affect stem cell fate. This makes it challenging to design biomaterials to direct stem cell behavior. To address this, polymer microarray technology has been developed to rapidly identify materials for a variety of stem cell applications. In this article, we summarize recent developments in polymer array technology and their applications in stem cell engineering. Statement of significance Stem cells hold remarkable promise for applications in tissue engineering and disease modeling. In the last decade, significant progress has been made in developing chemically defined media to direct stem cells into a desired phenotype. However, the current lack of the suitable synthetic materials to regulate stem cell activities has been limiting the realization of the potential of stem cells. This can be attributed to the number of variables in material properties (e.g., chemical structures and physical properties) that can affect stem cells. Polymer microarray technology has shown to be a powerful tool to rapidly identify materials for a variety of stem cell applications. Here we summarize recent developments in polymer array technology and their applications in stem cell engineering. PMID:26497624

  3. The development and application of CFD technology in mechanical engineering

    NASA Astrophysics Data System (ADS)

    Wei, Yufeng

    2017-12-01

    Computational Fluid Dynamics (CFD) is an analysis of the physical phenomena involved in fluid flow and heat conduction by computer numerical calculation and graphical display. The numerical method simulates the complexity of the physical problem and the precision of the numerical solution, which is directly related to the hardware speed of the computer and the hardware such as memory. With the continuous improvement of computer performance and CFD technology, it has been widely applied to the field of water conservancy engineering, environmental engineering and industrial engineering. This paper summarizes the development process of CFD, the theoretical basis, the governing equations of fluid mechanics, and introduces the various methods of numerical calculation and the related development of CFD technology. Finally, CFD technology in the mechanical engineering related applications are summarized. It is hoped that this review will help researchers in the field of mechanical engineering.

  4. Hydrogen Fuel Cell Engines and Related Technologies

    NASA Astrophysics Data System (ADS)

    2001-12-01

    The Hydrogen Fuel Cell Engines and Related Technologies report documents the first training course ever developed and made available to the transportation community and general public on the use hydrogen fuel cells in transportation. The course is designed to train a new generation of technicians in gaining a more complete understanding of the concepts, procedures, and technologies involved with hydrogen fuel cell use in transportation purposes. The manual contains 11 modules (chapters). The first eight modules cover (1) hydrogen properties, use and safety; and (2) fuel cell technology and its systems, fuel cell engine design and safety, and design and maintenance of a heavy duty fuel cell bus engine. The different types of fuel cells and hybrid electric vehicles are presented, however, the system descriptions and maintenance procedures focus on proton-exchange-membrane (PEM) fuel cells with respect to heavy duty transit applications. Modules 9 and 10 are intended to provide a better understanding of the acts, codes, regulations and guidelines concerning the use of hydrogen, as well as the safety guidelines for both hydrogen maintenance and fueling facilities. Module 11 presents a glossary and conversions.

  5. Video Games, Gender, Diversity, and Learning as Cultural Practice: Implications for Equitable Learning and Computing Participation through Games

    ERIC Educational Resources Information Center

    Richard, Gabriela T.

    2017-01-01

    Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…

  6. Investigating Elementary School Students' Technology Acceptance by Applying Digital Game-Based Learning to Environmental Education

    ERIC Educational Resources Information Center

    Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu

    2013-01-01

    In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…

  7. Responsibility ascriptions in technology development and engineering: three perspectives.

    PubMed

    Doorn, Neelke

    2012-03-01

    In the last decades increasing attention is paid to the topic of responsibility in technology development and engineering. The discussion of this topic is often guided by questions related to liability and blameworthiness. Recent discussions in engineering ethics call for a reconsideration of the traditional quest for responsibility. Rather than on alleged wrongdoing and blaming, the focus should shift to more socially responsible engineering, some authors argue. The present paper aims at exploring the different approaches to responsibility in order to see which one is most appropriate to apply to engineering and technology development. Using the example of the development of a new sewage water treatment technology, the paper shows how different approaches for ascribing responsibilities have different implications for engineering practice in general, and R&D or technological design in particular. It was found that there was a tension between the demands that follow from these different approaches, most notably between efficacy and fairness. Although the consequentialist approach with its efficacy criterion turned out to be most powerful, it was also shown that the fairness of responsibility ascriptions should somehow be taken into account. It is proposed to look for alternative, more procedural ways to approach the fairness of responsibility ascriptions. © The Author(s) 2009. This article is published with open access at Springerlink.com

  8. Biomedical applications of tissue engineering technology: regulatory issues.

    PubMed

    Hellman, K B

    1995-01-01

    Novel emerging technologies such as tissue engineering, which utilize the approaches of molecular and cell biology, biotechnology, as well as materials science and engineering, are being used in the development of a wide range of biomedical products developed by industries regulated by the U.S. Food and Drug Administration (FDA). The FDA's mission is to promote and protect the public health by ensuring the safety and effectiveness of pharmaceuticals and medical devices, including those manufactured by novel technology, as assessed by scientific principles and methods. Regulatory review is conducted on a product-by-product basis. To accomplish its mission over the wide range of products in its regulatory purview, the FDA has six centers, each staffed with the scientific and regulatory expertise to evaluate the products in the center's jurisdiction. Recent legislative and regulatory changes are designed to simplify and facilitate the administrative process for evaluating novel combination products emanating from such interdisciplinary technology as tissue engineering and to resolve questions of product regulatory jurisdiction. Under the new procedures, the FDA may designate a lead FDA center for product review based on the primary mode of action of the combination product, with additional center(s) designated to assist in the evaluation in a collaborative or consultative capacity. In addition, FDA centers have increased their cooperation and information sharing with regard to evolving interdisciplinary technology. The FDA InterCenter Tissue Engineering Initiative was established to develop information on intercenter efforts in the evaluation of tissue engineering applications and to identify areas for further consideration. The FDA InterCenter Tissue Engineering Working Group, comprised of staff from the Center for Biologies Evaluation and Research (CBER), Center for Devices and Radiological Health (CDRH), Center for Drug Evaluation and Research (CDER), and Center

  9. Increasing Student Motivation to Learn by Making Computer Game Technology More Engaging: Measurable Outcomes That Determine Success

    ERIC Educational Resources Information Center

    Mann, Mark D.

    2017-01-01

    In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…

  10. How Computer Games Help Children Learn

    ERIC Educational Resources Information Center

    Shaffer, David Williamson

    2008-01-01

    This book looks at how particular video and computer games--such as "Digital Zoo", "The Pandora Project", "SodaConstructor", and more--can help teach children and students to think like doctors, lawyers, engineers, urban planners, journalists, and other professionals. In the process, new "smart games" will give them the knowledge and skills they…

  11. University Prosperity Game. Final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyack, K.W.; Berman, M.

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management atmore » the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.« less

  12. Computer Game

    NASA Technical Reports Server (NTRS)

    1992-01-01

    Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.

  13. Technology transfer: The key to successful space engineering education

    NASA Astrophysics Data System (ADS)

    Fletcher, L. S.; Page, R. H.

    The 1990s are the threshold of the space revolution for the next century. This space revolution was initiated by space pioneers like Tsiolkovsky, Goddard, and Oberth, who contributed a great deal to the evolution of space exploration, and more importantly, to space education. Recently, space engineering education programs for all ages have been advocated around the world, especially in Asia and Europe, as well as the U.S.A. and the Soviet Union. And yet, although space related technologies are developing rapidly, these technologies are not being incorporated successfully into space education programs. Timely technology transfer is essential to assure the continued education of professionals. This paper reviews the evolution of space engineering education and identifies a number of initiatives which could strengthen space engineering education for the next century.

  14. Addressing Issues Related to Technology and Engineering

    ERIC Educational Resources Information Center

    Technology Teacher, 2008

    2008-01-01

    This article presents an interview with Michael Hacker and David Burghardt, codirectors of Hoftra University's Center for Technological Literacy. Hacker and Burghardt address issues related to technology and engineering. They argue that teachers need to be aware of the problems kids are facing, and how to present these problems in an engaging…

  15. Pre-Service Teachers' Practices towards Digital Game Design for Technology Integration into Science Classrooms

    ERIC Educational Resources Information Center

    Uluay, Gulsah; Dogan, Alev

    2016-01-01

    The main purpose of the study is to introduce Kodu Game Lab that is created by Microsoft as an example for technology integration into learning process to pre-service science teachers with MAGDAIRE framework. The participants were in a special teaching methods course at a university in Turkey during the fall 2015 semester. Mix method research…

  16. An Updated Assessment of NASA Ultra-Efficient Engine Technologies

    NASA Technical Reports Server (NTRS)

    Tong Michael T.; Jones, Scott M.

    2005-01-01

    NASA's Ultra Efficient Engine Technology (UEET) project features advanced aeropropulsion technologies that include highly loaded turbomachinery, an advanced low-NOx combustor, high-temperature materials, and advanced fan containment technology. A probabilistic system assessment is performed to evaluate the impact of these technologies on aircraft CO2 (or equivalent fuel burn) and NOx reductions. A 300-passenger aircraft, with two 396-kN thrust (85,000-lb) engines is chosen for the study. The results show that a large subsonic aircraft equipped with the current UEET technology portfolio has very high probabilities of meeting the UEET minimum success criteria for CO2 reduction (-12% from the baseline) and LTO (landing and takeoff) NOx reductions (-65% relative to the 1996 International Civil Aviation Organization rule).

  17. An Historical Perspective of the NERVA Nuclear Rocket Engine Technology Program

    NASA Technical Reports Server (NTRS)

    Robbins, W. H.; Finger, H. B.

    1991-01-01

    Nuclear rocket research and development was initiated in the United States in 1955 and is still being pursued to a limited extent. The major technology emphasis occurred in the decade of the 1960s and was primarily associated with the Rover/NERVA Program where the technology for a nuclear rocket engine system for space application was developed and demonstrated. The NERVA (Nuclear Engine for Rocket Vehicle Application) technology developed twenty years ago provides a comprehensive and viable propulsion technology base that can be applied and will prove to be valuable for application to the NASA Space Exploration Initiative (SEI). This paper, which is historical in scope, provides an overview of the conduct of the NERVA Engine Program, its organization and management, development philosophy, the engine configuration, and significant accomplishments.

  18. Potential of Diesel Engine, Emission Technology

    DOT National Transportation Integrated Search

    1980-03-01

    This report surveys diesel engine emission technologies applicable to passenger cars and light trucks. The general design and operating features are presented and discussed. Current and state-of-the-art concepts are reviewed with the focus on control...

  19. Stratified charge rotary aircraft engine technology enablement program

    NASA Technical Reports Server (NTRS)

    Badgley, P. R.; Irion, C. E.; Myers, D. M.

    1985-01-01

    The multifuel stratified charge rotary engine is discussed. A single rotor, 0.7L/40 cu in displacement, research rig engine was tested. The research rig engine was designed for operation at high speeds and pressures, combustion chamber peak pressure providing margin for speed and load excursions above the design requirement for a high is advanced aircraft engine. It is indicated that the single rotor research rig engine is capable of meeting the established design requirements of 120 kW, 8,000 RPM, 1,379 KPA BMEP. The research rig engine, when fully developed, will be a valuable tool for investigating, advanced and highly advanced technology components, and provide an understanding of the stratified charge rotary engine combustion process.

  20. Study on GIS-based sport-games information system

    NASA Astrophysics Data System (ADS)

    Peng, Hongzhi; Yang, Lingbin; Deng, Meirong; Han, Yongshun

    2008-10-01

    With the development of internet and such info-technologies as, Information Superhighway, Computer Technology, Remote Sensing(RS), Global Positioning System(GPS), Digital Communication and National Information Network(NIN),etc. Geographic Information System (GIS) becomes more and more popular in fields of science and industries. It is not only feasible but also necessary to apply GIS to large-scale sport games. This paper firstly discussed GIS technology and its application, then elaborated on the frame and content of Sport-Games Geography Information System(SG-GIS) with the function of gathering, storing, processing, sharing, exchanging and utilizing all kind of spatial-temporal information about sport games, and lastly designed and developed a public service GIS for the 6th Asian Winter Games in Changchun, China(CAWGIS). The application of CAWGIS showed that the established SG-GIS was feasible and GIS-based sport games information system was able to effectively process a large amount of sport-games information and provide the real-time sport games service for governors, athletes and the public.

  1. Adapting Wood Technology to Teach Design and Engineering

    ERIC Educational Resources Information Center

    Rummel, Robert A.

    2012-01-01

    Technology education has changed dramatically over the last few years. The transition of industrial arts to technology education and more recently the pursuit of design and engineering has resulted in technology education teachers often needing to change their curriculum and course activities to meet the demands of a rapidly changing profession.…

  2. Elementary Teachers' Views about Teaching Design, Engineering, and Technology

    ERIC Educational Resources Information Center

    Hsu, Ming-Chien; Purzer, Senay; Cardella, Monica E.

    2011-01-01

    While there is a growing interest in infusing engineering into elementary classrooms, very little is known about how well positioned elementary teachers are to teach engineering. This study examined elementary teachers' perceptions of and familiarity with design,engineering, and technology (DET). We collected data from 192 elementary teachers…

  3. Orbit transfer rocket engine technology program. Phase 2: Advanced engine study

    NASA Technical Reports Server (NTRS)

    Erickson, C.; Martinez, A.; Hines, B.

    1987-01-01

    In Phase 2 of the Advanced Engine Study, the Failure Modes and Effects Analysis (FMEA) maintenance-driven engine design, preliminary maintenance plan, and concept for space operable disconnects generated in Phase 1 were further developed. Based on the results of the vehicle contractors Orbit Transfer Vehicle (OTV) Concept Definition and System Analysis Phase A studies, minor revisions to the engine design were made. Additional refinements in the engine design were identified through further engine concept studies. These included an updated engine balance incorporating experimental heat transfer data from the Enhanced Heat Load Thrust Chamber Study and a Rao optimum nozzle contour. The preliminary maintenance plan of Phase 1 was further developed through additional studies. These included a compilation of critical component lives and life limiters and a review of the Space Shuttle Main Engine (SSME) operations and maintenance manual in order to begin outlining the overall maintenance procedures for the Orbit Transfer Vehicle Engine and identifying technology requirements for streamlining space-based operations. Phase 2 efforts also provided further definition to the advanced fluid coupling devices including the selection and preliminary design of a preferred concept and a preliminary test plan for its further development.

  4. Extending Ion Engine Technology to NEXT and Beyond

    NASA Technical Reports Server (NTRS)

    Domonkos, Matthew T.; Patterson, Michael J.; Foster, John E.; Rawlin, Vince K.; Soulas, George C.; Sovey, James S.; Kovaleski, Scott D.; Roman, Robert F.; Williams, George J., Jr.; Lyons, Valerie J. (Technical Monitor)

    2002-01-01

    Extending ion engine technology beyond the current state-of-the art primary interplanetary electric propulsion system, the 2.3-kW NASA Solar Electric Propulsion Technology and Applications Readiness (NSTAR) system, will require thrusters with improved propellant throughput and total impulse capability. Many of the design choices that culminated in the NSTAR thrusters must be revisited, and their application to next generation ion engine technology must be evaluated. The concept of derating, which was successfully employed in NSTAR, has been applied to the 40 cm NASA Evolutionary Xenon Thruster (NEXT) currently under development at NASA Glenn Research Center (GRC). At 5-kW, NEXT operates with the same average beam current density as NSTAR, and at 10-kW, the peak beam current density is only ten percent greater than NSTAR. The result is that similar Ion optics technology is expected to yield comparable lifetime. Thick-accelerator- grid ion optics are also being tested to realize additional lifetime benefits. A 40-A discharge cathode is being developed for NEXT based on scaling the NSTAR design. Nevertheless, the experiences of the NSTAR ground tests and the thruster on the Deep Space One spacecraft indicate that the discharge cathode wear must be studied experimentally and theoretically to ensure that it meets the lifetime requirements. Although NEXT is in its infancy, investigations have already begun to examine possible modifications to engine design for even higher-power and higher-specific impulse engines. Ion optics using alternate materials such as titanium, graphite, or carbon-carbon composite are currently being investigated due to their low sputter yields at high voltage. To avoid the difficulties encountered using electrodes at high-currents, the use of a microwave-based ion thruster is under investigation for potential high-power ion thruster systems requiring long lifetimes. Additionally, alternative propellants are being considered for applications

  5. 3D Bioprinting Technologies for Hard Tissue and Organ Engineering

    PubMed Central

    Wang, Xiaohong; Ao, Qiang; Tian, Xiaohong; Fan, Jun; Wei, Yujun; Hou, Weijian; Tong, Hao; Bai, Shuling

    2016-01-01

    Hard tissues and organs, including the bones, teeth and cartilage, are the most extensively exploited and rapidly developed areas in regenerative medicine field. One prominent character of hard tissues and organs is that their extracellular matrices mineralize to withstand weight and pressure. Over the last two decades, a wide variety of 3D printing technologies have been adapted to hard tissue and organ engineering. These 3D printing technologies have been defined as 3D bioprinting. Especially for hard organ regeneration, a series of new theories, strategies and protocols have been proposed. Some of the technologies have been applied in medical therapies with some successes. Each of the technologies has pros and cons in hard tissue and organ engineering. In this review, we summarize the advantages and disadvantages of the historical available innovative 3D bioprinting technologies for used as special tools for hard tissue and organ engineering. PMID:28773924

  6. 3D Bioprinting Technologies for Hard Tissue and Organ Engineering.

    PubMed

    Wang, Xiaohong; Ao, Qiang; Tian, Xiaohong; Fan, Jun; Wei, Yujun; Hou, Weijian; Tong, Hao; Bai, Shuling

    2016-09-27

    Hard tissues and organs, including the bones, teeth and cartilage, are the most extensively exploited and rapidly developed areas in regenerative medicine field. One prominent character of hard tissues and organs is that their extracellular matrices mineralize to withstand weight and pressure. Over the last two decades, a wide variety of 3D printing technologies have been adapted to hard tissue and organ engineering. These 3D printing technologies have been defined as 3D bioprinting. Especially for hard organ regeneration, a series of new theories, strategies and protocols have been proposed. Some of the technologies have been applied in medical therapies with some successes. Each of the technologies has pros and cons in hard tissue and organ engineering. In this review, we summarize the advantages and disadvantages of the historical available innovative 3D bioprinting technologies for used as special tools for hard tissue and organ engineering.

  7. 1986 Bibliography of Information on Engineering Technology Education.

    ERIC Educational Resources Information Center

    Gourley, Frank A., Jr.

    1987-01-01

    Lists articles, papers, and reports on engineering technology education that were published in 1986. Categorizes the citations under headings of administration, computers, curriculum, electronics, industry/government/employers, instructional technology, laboratories, liberal studies, manufacturing, mechanical, minorities, research, robotics, and…

  8. Unreal Interactive Puppet Game Development Using Leap Motion

    NASA Astrophysics Data System (ADS)

    Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang

    2018-04-01

    This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.

  9. The Way Ahead in Game-Based Learning

    DTIC Science & Technology

    2009-08-01

    Mostly Hype…NOT science  Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background  Definitions: Game Serious game  Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world .  Consistent with anchored, experiential learning, learners can make connections

  10. Development of an Educational Game to Set Up Surgical Instruments on the Mayo Stand or Back Table: Applied Research in Production Technology

    PubMed Central

    2017-01-01

    Background Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. Objective To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. Methods The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. Results The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. Conclusions The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we

  11. Games for Health 2005

    DTIC Science & Technology

    2005-10-01

    to be exposed to in terms of validation and research.� This is important because the game development community is used to only market validation...dev, aggressively pursuing new frontiers.� We are working on ways within our greater project and future events to explain more about game development production...technology providers that permeate the game development space. By bringing over these key leaders we can further grow the overall community of

  12. Social Interactions and Games

    ERIC Educational Resources Information Center

    Uz, Cigdem; Cagiltay, Kursat

    2015-01-01

    Digital games have become popular due to great technological improvements in recent years. They have been increasingly transformed from co-located experiences into multi-played, socially oriented platforms (Herodotou, 2009). Multi-User Online Games provide the opportunity to create a social environment for friendships and strengthen the…

  13. Integrating an Educational Game in Moodle LMS

    ERIC Educational Resources Information Center

    Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan

    2012-01-01

    The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…

  14. Electronic game: A key effective technology to promote behavioral change in cancer patients.

    PubMed

    Safdari, Reza; Ghazisaeidi, Marjan; Goodini, Azadeh; Mirzaee, Mahboobeh; Farzi, Jebraeil

    2016-01-01

    Cancer diagnosis is a very unpleasant and unbelievable experience. Appropriate management and treatment of these diseases require a high degree of patient engagement. Interactive health electronic games are engaging, fun, challenging, and experiential and have the potential to change the attitude and behavior, which can improve the player's health. The use of these digital tools, as one of the most attractive and entertaining modern technologies, canem power patients, provide suitable palliative care, promote health behavior change strategies, increase patient engagement, enhance healthy lifestyle habits, improve self.management, and finally improve the quality of life of the patients. Finally, the aim of this article was to describe electronic games and their effects on the promotion of behavior change in cancer patients. In addition, this article describes categories, characteristic features, and benefits of this digital media in the lifestyle modification of cancer patients.

  15. Results of a Dietitian Survey About Nutrition Games.

    PubMed

    Frederico, Catherine

    2012-02-01

    Registered dietitians are the nutrition experts in America. As such, their opinions about using technology-based nutrition games as teaching tools are important. The purpose of this study was to query registered dietitians about their experience and recommendations for topics, age, and platforms for future nutrition game development. The author gave a 1-hour talk to two state dietetic conference groups about nutrition games and their efficacy, concerns, and hopes and opportunities for their future as viable nutrition teaching tools. After the talks attendees completed a five-question survey about nutrition games, including if they played nutrition games, if they thought games could possibly help in their work, and preferences for topics, ages, and platforms for which they wanted to see priority development. Although only 4% of respondents played nutrition games, 79% thought they could be of benefit, and 21% felt that "maybe" they could be beneficial educational tools. Games on all nutrition topics were welcome, with preference for computers and smartphone apps. After a lengthy presentation on the new genre of technology-based nutrition games, registered dietitians reported that they are open to using technology-based nutrition education apps and feel they could have some benefit in educating the public about nutrition, even though dietitians presently have little experience with them. The talk was successful in informing dietitians about this new game genre, and their suggestions for topics, target ages, and tech platforms will be helpful to nutrition game developers and designers.

  16. Integral Engine Inlet Particle Separator. Volume 1. Technology Program

    DTIC Science & Technology

    1975-07-01

    inlet particle separators for future Army aircraft gas turbine engines . Appropriate technical personnel of this Directorate have reviewed this report...USAAMRDL-TR-75-31A I - / INTEGRAL ENGINE INLET PARTICLE SEPARATOR Volume I-- Technology Program General Electric Company Aircraft Engine Group...N1 i 9ap mm tm~qu INTRODUCTION The adverse environments in which Army equipment operates impose severe )enalties upon gas turbine engine performance

  17. Examination of engineering design teacher self-efficacy and knowledge base in secondary technology education and engineering-related courses

    NASA Astrophysics Data System (ADS)

    Vessel, Kanika Nicole

    2011-12-01

    There is an increasing demand for individuals with engineering education and skills of varying fields in everyday life. With the proper education students of high-needs schools can help meet the demand for a highly skilled and educated workforce. Researchers have assumed the supply and demand has not been met within the engineering workforce as a result of students' collegiate educational experiences, which are impacted by experiences in K-12 education. Although factors outside of the classroom contribute to the inability of universities to meet the increasing demand for the engineering workforce, most noted by researchers is the academic unpreparedness of freshman engineering students. The unpreparedness of entering freshman engineering students is a result of K-12 classroom experiences. This draws attention not only to the quality and competence of teachers present in the K-12 classroom, but the type of engineering instruction these students are receiving. This paper was an effort to systematically address one of the more direct and immediate factors impacting freshman engineering candidates, the quality of secondary engineering educators. Engineers develop new ideas using the engineering design process, which is taught at the collegiate level, and has been argued to be the best approach to teach technological literacy to all K-12 students. However, it is of importance to investigate whether technology educators have the knowledge and understanding of engineering design, how to transfer that knowledge in the classroom to students through instructional strategies, and their perception of their ability to do that. Therefore, the purpose of this study is to show the need for examining the degree to which technology and non-technology educators are implementing elements of engineering design in the curriculum.

  18. The games psychologists play (and the data they provide).

    PubMed

    Washburn, David A

    2003-05-01

    Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper,the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.

  19. Educating next-generation civil engineers about smart structures technology

    NASA Astrophysics Data System (ADS)

    Zhang, Yunfeng

    2005-05-01

    The implementation of smart structures technology in the design, construction and maintenance of civil and mechanical systems have been shown beneficial to the performance enhancement, operating efficiency and reliability of structural systems. However, most of today's engineering students are unaware of the remarkable properties of smart sensors and many applications of smart structures technology. It is thus desirable to prepare the future engineers of the society for the cutting-edge technologies in smart structures, for which they may see broad application in their generation. Pioneering work in incorporating smart structures technologies into civil engineering curriculum has been done by the writer at Lehigh University and is described in this paper. In particular, a graduate-level course entitled "Smart Structural Systems" has been taught in the Spring Semester of Year 2004 at Lehigh University. To better convey the course material to students, a smart structures test-bed, which is used not only to showcase various technological aspects of a smart structural system but also offer students an opportunity to gain hands-on experience by doing experiments has been under development at Lehigh University. The hands-on experience that could be developed with the smart structures test-bed is believed being essential for students to have a good understanding and mastering of the smart structures technologies.

  20. Online 3D terrain visualisation using Unity 3D game engine: A comparison of different contour intervals terrain data draped with UAV images

    NASA Astrophysics Data System (ADS)

    Hafiz Mahayudin, Mohd; Che Mat, Ruzinoor

    2016-06-01

    The main objective of this paper is to discuss on the effectiveness of visualising terrain draped with Unmanned Aerial Vehicle (UAV) images generated from different contour intervals using Unity 3D game engine in online environment. The study area that was tested in this project was oil palm plantation at Sintok, Kedah. The contour data used for this study are divided into three different intervals which are 1m, 3m and 5m. ArcGIS software were used to clip the contour data and also UAV images data to be similar size for the overlaying process. The Unity 3D game engine was used as the main platform for developing the system due to its capabilities which can be launch in different platform. The clipped contour data and UAV images data were process and exported into the web format using Unity 3D. Then process continue by publishing it into the web server for comparing the effectiveness of different 3D terrain data (contour data) draped with UAV images. The effectiveness is compared based on the data size, loading time (office and out-of-office hours), response time, visualisation quality, and frame per second (fps). The results were suggest which contour interval is better for developing an effective online 3D terrain visualisation draped with UAV images using Unity 3D game engine. It therefore benefits decision maker and planner related to this field decide on which contour is applicable for their task.

  1. Rapid prototyping technology and its application in bone tissue engineering*

    PubMed Central

    YUAN, Bo; ZHOU, Sheng-yuan; CHEN, Xiong-sheng

    2017-01-01

    Bone defects arising from a variety of reasons cannot be treated effectively without bone tissue reconstruction. Autografts and allografts have been used in clinical application for some time, but they have disadvantages. With the inherent drawback in the precision and reproducibility of conventional scaffold fabrication techniques, the results of bone surgery may not be ideal. This is despite the introduction of bone tissue engineering which provides a powerful approach for bone repair. Rapid prototyping technologies have emerged as an alternative and have been widely used in bone tissue engineering, enhancing bone tissue regeneration in terms of mechanical strength, pore geometry, and bioactive factors, and overcoming some of the disadvantages of conventional technologies. This review focuses on the basic principles and characteristics of various fabrication technologies, such as stereolithography, selective laser sintering, and fused deposition modeling, and reviews the application of rapid prototyping techniques to scaffolds for bone tissue engineering. In the near future, the use of scaffolds for bone tissue engineering prepared by rapid prototyping technology might be an effective therapeutic strategy for bone defects. PMID:28378568

  2. Rapid prototyping technology and its application in bone tissue engineering.

    PubMed

    Yuan, Bo; Zhou, Sheng-Yuan; Chen, Xiong-Sheng

    Bone defects arising from a variety of reasons cannot be treated effectively without bone tissue reconstruction. Autografts and allografts have been used in clinical application for some time, but they have disadvantages. With the inherent drawback in the precision and reproducibility of conventional scaffold fabrication techniques, the results of bone surgery may not be ideal. This is despite the introduction of bone tissue engineering which provides a powerful approach for bone repair. Rapid prototyping technologies have emerged as an alternative and have been widely used in bone tissue engineering, enhancing bone tissue regeneration in terms of mechanical strength, pore geometry, and bioactive factors, and overcoming some of the disadvantages of conventional technologies. This review focuses on the basic principles and characteristics of various fabrication technologies, such as stereolithography, selective laser sintering, and fused deposition modeling, and reviews the application of rapid prototyping techniques to scaffolds for bone tissue engineering. In the near future, the use of scaffolds for bone tissue engineering prepared by rapid prototyping technology might be an effective therapeutic strategy for bone defects.

  3. [Flexible print circuit technology application in biomedical engineering].

    PubMed

    Jiang, Lihua; Cao, Yi; Zheng, Xiaolin

    2013-06-01

    Flexible print circuit (FPC) technology has been widely applied in variety of electric circuits with high precision due to its advantages, such as low-cost, high specific fabrication ability, and good flexibility, etc. Recently, this technology has also been used in biomedical engineering, especially in the development of microfluidic chip and microelectrode array. The high specific fabrication can help making microelectrode and other micro-structure equipment. And good flexibility allows the micro devices based on FPC technique to be easily packaged with other parts. In addition, it also reduces the damage of microelectrodes to the tissue. In this paper, the application of FPC technology in biomedical engineering is introduced. Moreover, the important parameters of FPC technique and the development trend of prosperous applications is also discussed.

  4. Games People Play

    ERIC Educational Resources Information Center

    VerBruggen, Robert

    2012-01-01

    Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…

  5. High temperature NASP engine seals: A technology review

    NASA Technical Reports Server (NTRS)

    Steinetz, Bruce M.; Dellacorte, Christopher; Tong, Mike

    1991-01-01

    Progress in developing advanced high temperature engine seal concepts and related sealing technologies for advanced hypersonic engines are reviewed. Design attributes and issues requiring further development for both the ceramic wafer seal and the braided ceramic rope seal are examined. Leakage data are presented for these seals for engine simulated pressure and temperature conditions and compared to a target leakage limit. Basic elements of leakage flow models to predict leakage rates for each of these seals over the wide range of pressure and temperature conditions anticipated in the engine are also presented.

  6. Gaming across different consoles: exploring the influence of control scheme on game-player enjoyment.

    PubMed

    Limperos, Anthony M; Schmierbach, Michael G; Kegerise, Andrew D; Dardis, Frank E

    2011-06-01

    Many studies have investigated how different technological features impact the experience of playing video games, yet few have focused on how control schemes may affect the play experience. This research employed a between-subjects design to explore the relationship between the type of console played (Nintendo Wii, Playstation 2) and feelings of flow and enjoyment during the game-play experience. Results indicated that participants reported greater feelings of control and enjoyment with a traditional control scheme (Playstation 2) than with the more technologically advanced control scheme (Nintendo Wii). Further mediation analysis showed that enjoyment was driven by the sense of control that participants experienced and not simply by whether they won the game. Theoretical and practical implications are discussed.

  7. Patent Information Use in Engineering Technology Design: An Analysis of Student Work

    ERIC Educational Resources Information Center

    Phillips, Margaret; Zwicky, Dave

    2017-01-01

    How might engineering technology students make use of patent information in the engineering design process? Librarians analyzed team project reports and personal reflections created by students in an undergraduate mechanical engineering technology design course, revealing that the students used patents to consider the patentability of their ideas,…

  8. When Seeing Is Better than Doing: Preschoolers' Transfer of STEM Skills Using Touchscreen Games.

    PubMed

    Schroeder, Elizabeth L; Kirkorian, Heather L

    2016-01-01

    The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers' learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0-5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.

  9. When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games

    PubMed Central

    Schroeder, Elizabeth L.; Kirkorian, Heather L.

    2016-01-01

    The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable. PMID:27679590

  10. Integrated Engineering Information Technology, FY93 accommplishments

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Harris, R.N.; Miller, D.K.; Neugebauer, G.L.

    1994-03-01

    The Integrated Engineering Information Technology (IEIT) project is providing a comprehensive, easy-to-use computer network solution or communicating with coworkers both inside and outside Sandia National Laboratories. IEIT capabilities include computer networking, electronic mail, mechanical design, and data management. These network-based tools have one fundamental purpose: to help create a concurrent engineering environment that will enable Sandia organizations to excel in today`s increasingly competitive business environment.

  11. CMC Technology Advancements for Gas Turbine Engine Applications

    NASA Technical Reports Server (NTRS)

    Grady, Joseph E.

    2013-01-01

    CMC research at NASA Glenn is focused on aircraft propulsion applications. The objective is to enable reduced engine emissions and fuel consumption for more environmentally friendly aircraft. Engine system studies show that incorporation of ceramic composites into turbine engines will enable significant reductions in emissions and fuel burn due to increased engine efficiency resulting from reduced cooling requirements for hot section components. This presentation will describe recent progress and challenges in developing fiber and matrix constituents for 2700 F CMC turbine applications. In addition, ongoing research in the development of durable environmental barrier coatings, ceramic joining integration technologies and life prediction methods for CMC engine components will be reviewed.

  12. NASA Game Changing Development Program Manufacturing Innovation Project

    NASA Technical Reports Server (NTRS)

    Tolbert, Carol; Vickers, John

    2011-01-01

    This presentation examines the new NASA Manufacturing Innovation Project. The project is a part of the Game Changing Development Program which is one element of the Space Technology Programs Managed by Office of the Chief Technologist. The project includes innovative technologies in model-based manufacturing, digital additive manufacturing, and other next generation manufacturing tools. The project is also coupled with the larger federal initiatives in this area including the National Digital Engineering and Manufacturing Initiative and the Advanced Manufacturing Partnership. In addition to NASA, other interagency partners include the Department of Defense, Department of Commerce, NIST, Department of Energy, and the National Science Foundation. The development of game-changing manufacturing technologies are critical for NASA s mission of exploration, strengthening America s manufacturing competitiveness, and are highly related to current challenges in defense manufacturing activities. There is strong consensus across industry, academia, and government that the future competitiveness of U.S. industry will be determined, in large part, by a technologically advanced manufacturing sector. This presentation highlights the prospectus of next generation manufacturing technologies to the challenges faced NASA and by the Department of Defense. The project focuses on maturing innovative/high payoff model-based manufacturing technologies that may lead to entirely new approaches for a broad array of future NASA missions and solutions to significant national needs. Digital manufacturing and computer-integrated manufacturing "virtually" guarantee advantages in quality, speed, and cost and offer many long-term benefits across the entire product lifecycle. This paper addresses key enablers and emerging strategies in areas such as: Current government initiatives, Model-based manufacturing, and Additive manufacturing.

  13. The educational game design on relation and functionmaterials

    NASA Astrophysics Data System (ADS)

    Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.

    2018-05-01

    Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.

  14. Gender and Cultural Differences in Game-Based Learning Experiences

    ERIC Educational Resources Information Center

    Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander

    2017-01-01

    Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…

  15. The Girl Game Company: Engaging Latina Girls in Information Technology

    ERIC Educational Resources Information Center

    Denner, Jill; Bean, Steve; Martinez, Jacob

    2009-01-01

    This article describes the Girl Game Company's involvement in teaching Latina girls to design and program computer games while building a network of support to help them pursue IT courses and careers. Afterschool programs like the Girl Game Company can fill an important gap by providing opportunities for underserved youth to build IT fluency. A…

  16. Advanced Engineering Technology for Measuring Performance.

    PubMed

    Rutherford, Drew N; D'Angelo, Anne-Lise D; Law, Katherine E; Pugh, Carla M

    2015-08-01

    The demand for competency-based assessments in surgical training is growing. Use of advanced engineering technology for clinical skills assessment allows for objective measures of hands-on performance. Clinical performance can be assessed in several ways via quantification of an assessee's hand movements (motion tracking), direction of visual attention (eye tracking), levels of stress (physiologic marker measurements), and location and pressure of palpation (force measurements). Innovations in video recording technology and qualitative analysis tools allow for a combination of observer- and technology-based assessments. Overall the goal is to create better assessments of surgical performance with robust validity evidence. Copyright © 2015 Elsevier Inc. All rights reserved.

  17. JPRS report: Science and technology. USSR: Engineering and equipment

    NASA Astrophysics Data System (ADS)

    1991-10-01

    A bibliography is given of U.S.S.R. research in engineering and equipment. Topics covered include aviation, space technology, optics, high energy devices, nuclear energy, and industrial technology, planning, and productivity.

  18. Myths about the Nature of Technology and Engineering

    ERIC Educational Resources Information Center

    Kruse, Jerrid; Edgerly, Hallie; Easter, Jaclyn; Wilcox, Jesse

    2017-01-01

    Increasingly, science teachers are expected to devote instruction to technology and engineering, as encouraged by the Next Generation Science Standards (NGSS Lead States 2013). Just as scientific literacy requires understanding the nature of science (NOS), technological literacy must include understanding the philosophy and nature of technology…

  19. Reusable Rocket Engine Advanced Health Management System. Architecture and Technology Evaluation: Summary

    NASA Technical Reports Server (NTRS)

    Pettit, C. D.; Barkhoudarian, S.; Daumann, A. G., Jr.; Provan, G. M.; ElFattah, Y. M.; Glover, D. E.

    1999-01-01

    In this study, we proposed an Advanced Health Management System (AHMS) functional architecture and conducted a technology assessment for liquid propellant rocket engine lifecycle health management. The purpose of the AHMS is to improve reusable rocket engine safety and to reduce between-flight maintenance. During the study, past and current reusable rocket engine health management-related projects were reviewed, data structures and health management processes of current rocket engine programs were assessed, and in-depth interviews with rocket engine lifecycle and system experts were conducted. A generic AHMS functional architecture, with primary focus on real-time health monitoring, was developed. Fourteen categories of technology tasks and development needs for implementation of the AHMS were identified, based on the functional architecture and our assessment of current rocket engine programs. Five key technology areas were recommended for immediate development, which (1) would provide immediate benefits to current engine programs, and (2) could be implemented with minimal impact on the current Space Shuttle Main Engine (SSME) and Reusable Launch Vehicle (RLV) engine controllers.

  20. Genome engineering in cattle: recent technological advancements.

    PubMed

    Wang, Zhongde

    2015-02-01

    Great strides in technological advancements have been made in the past decade in cattle genome engineering. First, the success of cloning cattle by somatic cell nuclear transfer (SCNT) or chromatin transfer (CT) is a significant advancement that has made obsolete the need for using embryonic stem (ES) cells to conduct cell-mediated genome engineering, whereby site-specific genetic modifications can be conducted in bovine somatic cells via DNA homologous recombination (HR) and whereby genetically engineered cattle can subsequently be produced by animal cloning from the genetically modified cells. With this approach, a chosen bovine genomic locus can be precisely modified in somatic cells, such as to knock out (KO) or knock in (KI) a gene via HR, a gene-targeting strategy that had almost exclusively been used in mouse ES cells. Furthermore, by the creative application of embryonic cloning to rejuvenate somatic cells, cattle genome can be sequentially modified in the same line of somatic cells and complex genetic modifications have been achieved in cattle. Very recently, the development of designer nucleases-such as zinc finger nucleases (ZFNs) and transcription activator-like effector nuclease (TALENs), and clustered regularly interspaced short palindromic repeats/CRISPR-associated protein 9 (CRISPR/Cas9)-has enabled highly efficient and more facile genome engineering in cattle. Most notably, by employing such designer nucleases, genomes can be engineered at single-nucleotide precision; this process is now often referred to as genome or gene editing. The above achievements are a drastic departure from the traditional methods of creating genetically modified cattle, where foreign DNAs are randomly integrated into the animal genome, most often along with the integrations of bacterial or viral DNAs. Here, I review the most recent technological developments in cattle genome engineering by highlighting some of the major achievements in creating genetically engineered

  1. An engineering dilemma: sustainability in the eyes of future technology professionals.

    PubMed

    Haase, S

    2013-09-01

    The ability to design technological solutions that address sustainability is considered pivotal to the future of the planet and its people. As technology professionals engineers are expected to play an important role in sustaining society. The present article aims at exploring sustainability concepts of newly enrolled engineering students in Denmark. Their understandings of sustainability and the role they ascribe to sustainability in their future professional practice is investigated by means of a critical discourse analysis including metaphor analysis and semiotic analysis. The sustainability construal is considered to delimit possible ways of dealing with the concept in practice along the engineering education pathway and in professional problem solving. Five different metaphors used by the engineering students to illustrate sustainability are identified, and their different connotative and interpretive implications are discussed. It is found that sustainability represents a dilemma to the engineering students that situates them in a tension between their technology fascination and the blame they find that technological progress bears. Their sustainability descriptions are collected as part of a survey containing among other questions one open-ended, qualitative question on sustainability. The survey covers an entire year group of Danish engineering students in the first month of their degree study.

  2. The biomedical engineer as a driver for Health Technology innovation.

    PubMed

    Colas Fustero, Javier; Guillen Arredondo, Alejandra

    2010-01-01

    Health Technology has played a mayor role on most of the fundamental advances in medicine, in the last 30 years. Right now, beginning the XXI Century, it is well accepted that the most important revolution expected in Health Care is the empowerment of the individuals on their own health management. Innovation in health care technologies will continue being paramount, not only in the advances of medicine and in the self health management of patients but also in allowing the sustainability of the public health care becomes more important, the role of the biomedical engineer will turn to be more crucial for the society. The paper targets the development of new curricula for the Biomedical Engineers, The needs of evolving on his different fields in which the contribution of the Biomedical Engineer is becoming fundamental to drive the innovation that Health Care Technology Industry must provide to continue improving human health through cross-disciplinary activities that integrate the engineering sciences with the biomedical sciences and clinical practice.

  3. Particulate emissions from diesel engines: correlation between engine technology and emissions

    PubMed Central

    2014-01-01

    In the last 30 years, diesel engines have made rapid progress to increased efficiency, environmental protection and comfort for both light- and heavy-duty applications. The technical developments include all issues from fuel to combustion process to exhaust gas aftertreatment. This paper provides a comprehensive summary of the available literature regarding technical developments and their impact on the reduction of pollutant emission. This includes emission legislation, fuel quality, diesel engine- and exhaust gas aftertreatment technologies, as well as particulate composition, with a focus on the mass-related particulate emission of on-road vehicle applications. Diesel engine technologies representative of real-world on-road applications will be highlighted. Internal engine modifications now make it possible to minimize particulate and nitrogen oxide emissions with nearly no reduction in power. Among these modifications are cooled exhaust gas recirculation, optimized injections systems, adapted charging systems and optimized combustion processes with high turbulence. With introduction and optimization of exhaust gas aftertreatment systems, such as the diesel oxidation catalyst and the diesel particulate trap, as well as NOx-reduction systems, pollutant emissions have been significantly decreased. Today, sulfur poisoning of diesel oxidation catalysts is no longer considered a problem due to the low-sulfur fuel used in Europe. In the future, there will be an increased use of bio-fuels, which generally have a positive impact on the particulate emissions and do not increase the particle number emissions. Since the introduction of the EU emissions legislation, all emission limits have been reduced by over 90%. Further steps can be expected in the future. Retrospectively, the particulate emissions of modern diesel engines with respect to quality and quantity cannot be compared with those of older engines. Internal engine modifications lead to a clear reduction of the

  4. Particulate emissions from diesel engines: correlation between engine technology and emissions.

    PubMed

    Fiebig, Michael; Wiartalla, Andreas; Holderbaum, Bastian; Kiesow, Sebastian

    2014-03-07

    In the last 30 years, diesel engines have made rapid progress to increased efficiency, environmental protection and comfort for both light- and heavy-duty applications. The technical developments include all issues from fuel to combustion process to exhaust gas aftertreatment. This paper provides a comprehensive summary of the available literature regarding technical developments and their impact on the reduction of pollutant emission. This includes emission legislation, fuel quality, diesel engine- and exhaust gas aftertreatment technologies, as well as particulate composition, with a focus on the mass-related particulate emission of on-road vehicle applications. Diesel engine technologies representative of real-world on-road applications will be highlighted.Internal engine modifications now make it possible to minimize particulate and nitrogen oxide emissions with nearly no reduction in power. Among these modifications are cooled exhaust gas recirculation, optimized injections systems, adapted charging systems and optimized combustion processes with high turbulence. With introduction and optimization of exhaust gas aftertreatment systems, such as the diesel oxidation catalyst and the diesel particulate trap, as well as NOx-reduction systems, pollutant emissions have been significantly decreased. Today, sulfur poisoning of diesel oxidation catalysts is no longer considered a problem due to the low-sulfur fuel used in Europe. In the future, there will be an increased use of bio-fuels, which generally have a positive impact on the particulate emissions and do not increase the particle number emissions.Since the introduction of the EU emissions legislation, all emission limits have been reduced by over 90%. Further steps can be expected in the future. Retrospectively, the particulate emissions of modern diesel engines with respect to quality and quantity cannot be compared with those of older engines. Internal engine modifications lead to a clear reduction of the

  5. Orbital transfer rocket engine technology 7.5K-LB thrust rocket engine preliminary design

    NASA Technical Reports Server (NTRS)

    Harmon, T. J.; Roschak, E.

    1993-01-01

    A preliminary design of an advanced LOX/LH2 expander cycle rocket engine producing 7,500 lbf thrust for Orbital Transfer vehicle missions was completed. Engine system, component and turbomachinery analysis at both on design and off design conditions were completed. The preliminary design analysis results showed engine requirements and performance goals were met. Computer models are described and model outputs are presented. Engine system assembly layouts, component layouts and valve and control system analysis are presented. Major design technologies were identified and remaining issues and concerns were listed.

  6. Technology developments for a compound cycle engine

    NASA Technical Reports Server (NTRS)

    Bobula, George A.; Wintucky, William T.; Castor, J. G.

    1988-01-01

    The Compound Cycle Engine (CCE) is a highly turbocharged, power compounded power plant which combines the light weight pressure rise capability of a gas turbine with the high efficiency of a diesel. When optimized for a rotorcraft, the CCE will reduce fuel burned for a typical 2 hour (plus 30 min reserve) mission by 30 to 40 percent when compared to a conventional advanced technology gas turbine. The CCE can provide a 50 percent increase in range-payload product on this mission. Results of recent activities in a program to establish the technology base for a CCE are presented. The objective of this program is to research and develop those critical technologies which are necessary for the demonstration of a multicylinder diesel core in the early 1990s. A major accomplishment was the initial screening and identification of a lubricant which has potential for meeting the material wear rate limits of the application. An in-situ wear measurement system also was developed to provide accurate, readily obtainable, real time measurements of ring and liner wear. Wear data, from early single cylinder engine tests, are presented to show correlation of the in-situ measurements and the system's utility in determining parametric wear trends. A plan to demonstrate a compound cycle engine by the mid 1990s is included.

  7. Games and Diabetes

    PubMed Central

    Lazem, Shaimaa; Webster, Mary; Holmes, Wayne; Wolf, Motje

    2015-01-01

    Here we review 18 articles that describe the design and evaluation of 1 or more games for diabetes from technical, methodological, and theoretical perspectives. We undertook searches covering the period 2010 to May 2015 in the ACM, IEEE, Journal of Medical Internet Research, Studies in Health Technology and Informatics, and Google Scholar online databases using the keywords “children,” “computer games,” “diabetes,” “games,” “type 1,” and “type 2” in various Boolean combinations. The review sets out to establish, for future research, an understanding of the current landscape of digital games designed for children with diabetes. We briefly explored the use and impact of well-established learning theories in such games. The most frequently mentioned theoretical frameworks were social cognitive theory and social constructivism. Due to the limitations of the reported evaluation methodologies, little evidence was found to support the strong promise of games for diabetes. Furthermore, we could not establish a relation between design features and the game outcomes. We argue that an in-depth discussion about the extent to which learning theories could and should be manifested in the design decisions is required. PMID:26337753

  8. An airline study of advanced technology requirements for advanced high speed commercial transport engines. 1: Engine design study assessment

    NASA Technical Reports Server (NTRS)

    Sallee, G. P.

    1973-01-01

    The advanced technology requirements for an advanced high speed commercial tranport engine are presented. The results of the phase 1 study effort cover the following areas: (1) statement of an airline's major objectives for future transport engines, (2) airline's method of evaluating engine proposals, (3) description of an optimum engine for a long range subsonic commercial transport including installation and critical design features, (4) discussion of engine performance problems and experience with performance degradation, (5) trends in engine and pod prices with increasing technology and objectives for the future, (6) discussion of the research objectives for composites, reversers, advanced components, engine control systems, and devices to reduce the impact of engine stall, and (7) discussion of the airline objectives for noise and pollution reduction.

  9. Energy Efficient Engine Program: Technology Benefit/Cost Study, Volume II

    NASA Technical Reports Server (NTRS)

    Gray, D. E.; Gardner, W. B.

    1983-01-01

    The Benefit/Cost Study portion of the NASA-sponsored Energy Efficient Engine Component Development and Integration program was successful in achieving its objectives: identification of air transport propulsion system technology requirements for the years 2000 and 2010, and formulation of programs for developing these technologies. It is projected that the advanced technologies identified, when developed to a state of readiness, will provide future commercial and military turbofan engines with significant savings in fuel consumption and related operating costs. These benefits are significant and far from exhausted. The potential savings translate into billions of dollars in annual savings for the airlines. Analyses indicate that a significant portion of the overall savings is attributed to aerodynamic and structure advancements. Another important consideration in acquiring these benefits is developing a viable reference technology base that will permit engines to operate at substantially higher overall pressure ratios and bypass ratios. Results have pointed the direction for future research and a comprehensive program plan for achieving this was formulated. The next major step is initiating the program effort that will convert the advanced technologies into the expected benefits.

  10. D.E.E.P. Learning: Promoting Informal STEM Learning through Ocean Research Simulation Games

    NASA Astrophysics Data System (ADS)

    Simms, E.; Rohrlick, D.; Layman, C.; Peach, C. L.; Orcutt, J. A.; Keen, C. S.; Matthews, J.; Nsf Ooi-Ci Education; Public Engagement Team

    2010-12-01

    It is generally recognized that interactive digital games have the potential to promote the development of valuable learning and life skills, including data processing, decision-making, critical thinking, planning, communication and collaboration (Kirriemuir and MacFarlane, 2006). But the research and development of educational games, and the study of the educational value of interactive games in general, have lagged far behind the same efforts for games created for the purpose of entertainment. Our group is attempting to capitalize on the facts that games are now played in 67% of American households (ESA, 2010), and across a broad range of ages, by developing effective and engaging simulation games that promote Science, Technology, Engineering and Mathematics (STEM) literacy in informal science education institutions (ISEIs; e.g., aquariums, museums, science centers). In particular, we are developing games based on the popular Microsoft Xbox360 gaming platform and the free Microsoft XNA game development kit, which engage ISEI visitors in the exploration and understanding of the deep-sea environment. Known as Deep-sea Extreme Environment Pilot (D.E.E.P.), the games place players in the role of piloting a remotely-operated vehicle (ROV) to complete science-based objectives associated with the exploration of ocean observing systems and hydrothermal vent environments. In addition to creating a unique educational product, our efforts are intended to identify 1) the key elements of a successful STEM-based simulation game experience in an informal science education institution, and 2) which aspects of game design (e.g., challenge, curiosity, fantasy, personal recognition) are most effective at maximizing both learning and enjoyment. We will share our progress to date, including formative assessment results from testing the game prototypes at Birch Aquarium at Scripps, and discuss the potential benefits and challenges to interactive gaming as a tool to support STEM

  11. Incorporating Disciplinary Literacy in Technology and Engineering Education

    ERIC Educational Resources Information Center

    Loveland, Thomas

    2014-01-01

    This article presents an overview of how to relate reading to a content area, specifically technology education. The author notes that, with the new focus on Common Core English Language Arts State Standards and state-developed standards, technology and engineering teachers should include disciplinary literacy in their curriculum. Academic…

  12. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    NASA Astrophysics Data System (ADS)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  13. Orbit transfer rocket engine technology program: Automated preflight methods concept definition

    NASA Technical Reports Server (NTRS)

    Erickson, C. M.; Hertzberg, D. W.

    1991-01-01

    The possibility of automating preflight engine checkouts on orbit transfer engines is discussed. The minimum requirements in terms of information and processing necessary to assess the engine'e integrity and readiness to perform its mission were first defined. A variety of ways for remotely obtaining that information were generated. The sophistication of these approaches varied from a simple preliminary power up, where the engine is fired up for the first time, to the most advanced approach where the sensor and operational history data system alone indicates engine integrity. The critical issues and benefits of these methods were identified, outlined, and prioritized. The technology readiness of each of these automated preflight methods were then rated on a NASA Office of Exploration scale used for comparing technology options for future mission choices. Finally, estimates were made of the remaining cost to advance the technology for each method to a level where the system validation models have been demonstrated in a simulated environment.

  14. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder.

    PubMed

    Elliott, Luther; Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-08-01

    This article examines recent combat veterans' experiences of "first-person shooter" (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology.

  15. Prosperity game for the national electronics manufacturing initiative

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; VanDevender, J.P.; Berry, I.

    1995-05-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronics Subcommittee of the Civilian Industrialmore » Technology Committee (under the National Science and Technology Council), and the Electronics Partnership Project. Players were drawn from the electronics industry, from government, national laboratories, and universities, and from Japan and Austria. The primary objectives of this game were: To connect the technical and non-technical (i.e., policy) issues that were developed in the roadmap-making endeavor of the National Electronics Manufacturing Initiative (NENI);to provide energy, enthusiasm and people to help the roadmap succeed; and to provide insight into high-leverage public and private investments. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, the robustness of strategic thinking and planning, and the development, delivery and commercialization of new technologies.« less

  16. A study of mass data storage technology for rocket engine data

    NASA Technical Reports Server (NTRS)

    Ready, John F.; Benser, Earl T.; Fritz, Bernard S.; Nelson, Scott A.; Stauffer, Donald R.; Volna, William M.

    1990-01-01

    The results of a nine month study program on mass data storage technology for rocket engine (especially the Space Shuttle Main Engine) health monitoring and control are summarized. The program had the objective of recommending a candidate mass data storage technology development for rocket engine health monitoring and control and of formulating a project plan and specification for that technology development. The work was divided into three major technical tasks: (1) development of requirements; (2) survey of mass data storage technologies; and (3) definition of a project plan and specification for technology development. The first of these tasks reviewed current data storage technology and developed a prioritized set of requirements for the health monitoring and control applications. The second task included a survey of state-of-the-art and newly developing technologies and a matrix-based ranking of the technologies. It culminated in a recommendation of optical disk technology as the best candidate for technology development. The final task defined a proof-of-concept demonstration, including tasks required to develop, test, analyze, and demonstrate the technology advancement, plus an estimate of the level of effort required. The recommended demonstration emphasizes development of an optical disk system which incorporates an order-of-magnitude increase in writing speed above the current state of the art.

  17. Studying the Elusive Experience in Pervasive Games

    ERIC Educational Resources Information Center

    Stenros, Jaakko; Waern, Annika; Montola, Markus

    2012-01-01

    Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in…

  18. Pollution reduction technology program for turboprop engines

    NASA Technical Reports Server (NTRS)

    Tomlinson, J. G.

    1977-01-01

    The reduction of CO, HC, and smoke emissions while maintaining acceptable NO(x) emissions without affecting fuel consumption, durability, maintainability, and safety was accomplished. Component combustor concept screening directed toward the demonstration of advanced combustor technology required to meet the EPA exhaust emissions standards for class P2 turboprop engines was covered. The combustion system for the Allison 501-D22A engine was used, and three combustor design concepts - reverse flow, prechamber, and staged fuel were evaluated.

  19. Modeling intelligent agent beliefs in a card game scenario

    NASA Astrophysics Data System (ADS)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  20. Clinical engineering and risk management in healthcare technological process using architecture framework.

    PubMed

    Signori, Marcos R; Garcia, Renato

    2010-01-01

    This paper presents a model that aids the Clinical Engineering to deal with Risk Management in the Healthcare Technological Process. The healthcare technological setting is complex and supported by three basics entities: infrastructure (IS), healthcare technology (HT), and human resource (HR). Was used an Enterprise Architecture - MODAF (Ministry of Defence Architecture Framework) - to model this process for risk management. Thus, was created a new model to contribute to the risk management in the HT process, through the Clinical Engineering viewpoint. This architecture model can support and improve the decision making process of the Clinical Engineering to the Risk Management in the Healthcare Technological process.

  1. The promise and challenge of virtual gaming technologies for chronic pain: the case of graded exposure for low back pain.

    PubMed

    Trost, Zina; Zielke, Marjorie; Guck, Adam; Nowlin, Liza; Zakhidov, Djanhangir; France, Christopher R; Keefe, Francis

    2015-01-01

    Virtual reality (VR) technologies have been successfully applied to acute pain interventions and recent reviews have suggested their potential utility in chronic pain. The current review highlights the specific relevance of VR interactive gaming technologies for pain-specific intervention, including their current use across a variety of physical conditions. Using the example of graded-exposure treatment for pain-related fear and disability in chronic low back pain, we discuss ways that VR gaming can be harnessed to optimize existing chronic pain therapies and examine the potential limitations of traditional VR interfaces in the context of chronic pain. We conclude by discussing directions for future research on VR-mediated applications in chronic pain.

  2. Learning Projectile Motion with the Computer Game "Scorched 3D"

    ERIC Educational Resources Information Center

    Jurcevic, John S.

    2008-01-01

    For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I…

  3. Methodology in Training Future Technology and Engineering Teachers in the USA

    ERIC Educational Resources Information Center

    Androshchuk, Iryna; Androshchuk, Ihor

    2017-01-01

    In the article, the defined problem has been justified and the significance of studying foreign experience in training future technology and engineering teachers in the USA has been determined. Particular attention has been paid to explanation of methods and forms of organization of future technology and engineering teachers' training in the USA.…

  4. Learning Projectile Motion with the Computer Game ``Scorched 3D``

    NASA Astrophysics Data System (ADS)

    Jurcevic, John S.

    2008-01-01

    For most of our students, video games are a normal part of their lives. We should take advantage of this medium to teach physics in a manner that is engrossing for our students. In particular, modern video games incorporate accurate physics in their game engines, and they allow us to visualize the physics through flashy and captivating graphics. I recently used the game "Scorched 3D" to help my students understand projectile motion.

  5. Helping Video Games Rewire "Our Minds"

    NASA Technical Reports Server (NTRS)

    Pope, Alan T.; Palsson, Olafur S.

    2001-01-01

    Biofeedback-modulated video games are games that respond to physiological signals as well as mouse, joystick or game controller input; they embody the concept of improving physiological functioning by rewarding specific healthy body signals with success at playing a video game. The NASA patented biofeedback-modulated game method blends biofeedback into popular off-the- shelf video games in such a way that the games do not lose their entertainment value. This method uses physiological signals (e.g., electroencephalogram frequency band ratio) not simply to drive a biofeedback display directly, or periodically modify a task as in other systems, but to continuously modulate parameters (e.g., game character speed and mobility) of a game task in real time while the game task is being performed by other means (e.g., a game controller). Biofeedback-modulated video games represent a new generation of computer and video game environments that train valuable mental skills beyond eye-hand coordination. These psychophysiological training technologies are poised to exploit the revolution in interactive multimedia home entertainment for the personal improvement, not just the diversion, of the user.

  6. Electronic Engineering Technology Program Exit Examination as an ABET and Self-Assessment Tool

    ERIC Educational Resources Information Center

    Thomas, Gary; Darayan, Shahryar

    2018-01-01

    Every engineering, computing, and engineering technology program accredited by the Accreditation Board for Engineering and Technology (ABET) has formulated many and varied self-assessment methods. Methods used to assess a program for ABET accreditation and continuous improvement are for keeping programs current with academic and industrial…

  7. Attitudes and Preferences on the Use of Mobile Health Technology and Health Games for Self-Management: Interviews With Older Adults on Anticoagulation Therapy

    PubMed Central

    Nguyen, Annie Lu; Berg, Jill; Amin, Alpesh; Bachman, Mark; Guo, Yuqing; Evangelista, Lorraine

    2014-01-01

    Background Older adults are at substantial risk for cardiovascular disorders that may require anticoagulation therapy. Those on warfarin therapy report dissatisfaction and reduced quality of life (QOL) resulting from the treatment. Advances in the area of mobile health (mHealth) technology have resulted in the design and development of new patient-centric models for the provision of personalized health care services to improve care delivery. However, there is a paucity of research examining the effectiveness of mHealth tools on knowledge, attitudes, and patient satisfaction with treatment, as well as self-management, adherence to therapy, and QOL in older adults with chronic illness conditions requiring long-term warfarin therapy. Objective The objective of the study was to explore the attitudes and preferences of older adults on warfarin therapy regarding the use of mHealth technology and health games to gain skills for self-management. Methods We conducted group and individual interviews with patients (60 years or older) on warfarin therapy at two anticoagulation clinics affiliated with an academic medical center. We held 4 group and 2 individual interviews, resulting in 11 patient participants and 2 family caregiver participants. We used structured questions on three topic areas including medication self-management strategies, mHealth technology use, and health games for exercise. We demonstrated some commercial health apps related to medication management, vitamin K content of food, and a videogame for balance exercise. Discussions were audiotaped and transcribed verbatim. Common themes were drawn using content analysis. Results The participants reported awareness of the importance of staying on schedule with warfarin therapy. They also acknowledged that negative experiences of friends or family members who were taking warfarin influenced their desire to keep on schedule with warfarin therapy. In addition, the participants expressed that the use of m

  8. LOW-ENGINE-FRICTION TECHNOLOGY FOR ADVANCED NATURAL-GAS RECIPROCATING ENGINES

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Victor Wong; Tian Tian; Luke Moughon

    2005-09-30

    This program aims at improving the efficiency of advanced natural-gas reciprocating engines (ANGRE) by reducing piston and piston ring assembly friction without major adverse effects on engine performance, such as increased oil consumption and wear. An iterative process of simulation, experimentation and analysis is being followed towards achieving the goal of demonstrating a complete optimized low-friction engine system. To date, a detailed set of piston and piston-ring dynamic and friction models have been developed and applied that illustrate the fundamental relationships between design parameters and friction losses. Low friction ring designs have already been recommended in a previous phase, withmore » full-scale engine validation partially completed. Current accomplishments include the addition of several additional power cylinder design areas to the overall system analysis. These include analyses of lubricant and cylinder surface finish and a parametric study of piston design. The Waukesha engine was found to be already well optimized in the areas of lubricant, surface skewness and honing cross-hatch angle, where friction reductions of 12% for lubricant, and 5% for surface characteristics, are projected. For the piston, a friction reduction of up to 50% may be possible by controlling waviness alone, while additional friction reductions are expected when other parameters are optimized. A total power cylinder friction reduction of 30-50% is expected, translating to an engine efficiency increase of two percentage points from its current baseline towards the goal of 50% efficiency. Key elements of the continuing work include further analysis and optimization of the engine piston design, in-engine testing of recommended lubricant and surface designs, design iteration and optimization of previously recommended technologies, and full-engine testing of a complete, optimized, low-friction power cylinder system.« less

  9. Advancing Adventure Education Using Digital Motion-Sensing Games

    ERIC Educational Resources Information Center

    Shih, Ju-Ling; Hsu, Yu-Jen

    2016-01-01

    This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…

  10. Component improvement of free-piston Stirling engine key technology for space power

    NASA Technical Reports Server (NTRS)

    Alger, Donald L.

    1988-01-01

    The successful performance of the 25 kW Space Power Demonstrator (SPD) engine during an extensive testing period has provided a baseline of free piston Stirling engine technology from which future space Stirling engines may evolve. Much of the success of the engine was due to the initial careful selection of engine materials, fabrication and joining processes, and inspection procedures. Resolution of the few SPD engine problem areas that did occur has resulted in the technological advancement of certain key free piston Stirling engine components. Derivation of two half-SPD, single piston engines from the axially opposed piston SPD engine, designated as Space Power Research (SPR) engines, has made possible the continued improvement of these engine components. The two SPR engines serve as test bed engines for testing of engine components. Some important fabrication and joining processes are reviewed. Also, some component deficiencies that were discovered during SPD engine testing are described and approaches that were taken to correct these deficiencies are discussed. Potential component design modifications, based upon the SPD and SPR engine testing, are also reported.

  11. The Application of Sheet Technology in Cartilage Tissue Engineering.

    PubMed

    Ge, Yang; Gong, Yi Yi; Xu, Zhiwei; Lu, Yanan; Fu, Wei

    2016-04-01

    Cartilage tissue engineering started to act as a promising, even essential alternative method in the process of cartilage repair and regeneration, considering adult avascular structure has very limited self-renewal capacity of cartilage tissue in adults and a bottle-neck existed in conventional surgical treatment methods. Recent progressions in tissue engineering realized the development of more feasible strategies to treat cartilage disorders. Of these strategies, cell sheet technology has shown great clinical potentials in the regenerative areas such as cornea and esophagus and is increasingly considered as a potential way to reconstruct cartilage tissues for its non-use of scaffolds and no destruction of matrix secreted by cultured cells. Acellular matrix sheet technologies utilized in cartilage tissue engineering, with a sandwich model, can ingeniously overcome the drawbacks that occurred in a conventional acellular block, where cells are often blocked from migrating because of the non-nanoporous structure. Electrospun-based sheets with nanostructures that mimic the natural cartilage matrix offer a level of control as well as manipulation and make them appealing and widely used in cartilage tissue engineering. In this review, we focus on the utilization of these novel and promising sheet technologies to construct cartilage tissues with practical and beneficial functions.

  12. Hydrogen fuel cell engines and related technologies

    DOT National Transportation Integrated Search

    2001-12-01

    The manual documents the first training course developed on the use of hydrogen fuel cells in transportation. The manual contains eleven modules covering hydrogen properties, use and safety; fuel cell technology and its systems, fuel cell engine desi...

  13. The rehabilitation engineering research center for the advancement of cognitive technologies.

    PubMed

    Heyn, Patricia Cristine; Cassidy, Joy Lucille; Bodine, Cathy

    2015-02-01

    Barring few exceptions, allied health professionals, engineers, manufacturers of assistive technologies (ATs), and consumer product manufacturers have developed few technologies for individuals with cognitive impairments (CIs). In 2004, the National Institute on Disability Rehabilitation Research (NIDRR) recognized the need to support research in this emergent field. They funded the first Rehabilitation Engineering Research Center for the Advancement of Cognitive Technologies (RERC-ACT). The RERC-ACT has since designed and evaluated existing and emerging technologies through rigorous research, improving upon existing AT devices, and creating new technologies for individuals with CIs. The RERC-ACT has contributed to the development and testing of AT products that assist persons with CIs to actively engage in tasks of daily living at home, school, work, and in the community. This article highlights the RERC-ACT's engineering development and research projects and discusses how current research may impact the quality of life for an aging population. © The Author(s) 2014.

  14. More than Just a Game? Combat-Themed Gaming Among Recent Veterans with Posttraumatic Stress Disorder

    PubMed Central

    Golub, Andrew; Price, Matthew; Bennett, Alexander

    2015-01-01

    Abstract This article examines recent combat veterans' experiences of “first-person shooter” (FPS) gaming and its relationship to posttraumatic stress disorder (PTSD). Current PTSD treatment approaches increasingly use virtual reality (VR) technologies, which have many similarities with FPS games. To explore these similarities, this article presents six case studies from recently separated veterans in New York City who reported both current PTSD symptoms and regular use of combat-themed FPS games. In open-ended interviews, participants discussed a range of benefits as well as the importance of regulating use and avoiding particular contextual dimensions of gaming to maintain healthy gaming habits. Findings demonstrate the need for more comprehensive study and dissemination of best-practices information about FPS gaming in the context of combat-related PTSD symptomatology. PMID:26182214

  15. The Technology of Forming of Innovative Content for Engineering Education

    ERIC Educational Resources Information Center

    Kayumova, Lilija A.; Savva, Lubov I.; Soldatchenko, Aleksandr L.; Sirazetdinov, Rustem M.; Akhmetov, Linar G.

    2016-01-01

    The relevance of the study is conditioned by the modernization of engineering education aimed at specialists' training to solve engineering and economic problems effectively. The goal of the paper is to develop the technology of the innovative content's formation for engineering education. The leading method to the study of this problem is a…

  16. Continence technologies whitepaper: Informing new engineering science research.

    PubMed

    Culmer, Pete; Alazmani, Ali; Bryant, Mike; Mancuso, Elena; King, Sarah; Mapunde, Vee; Jeays-Ward, Katherine; Heron, Nicola; Pearson, Russell; Vollebregt, Paul F; Corner, Lynne; Day, Richard

    2018-06-01

    Advances in healthcare technology for continence have historically been limited compared to other areas of medicine, reflecting the complexities of the condition and social stigma which act as a barrier to participation. This whitepaper has been developed to inspire and direct the engineering science community towards research opportunities that exist for continence technologies that address unmet needs in diagnosis, treatment and long-term management. Our aim is to pinpoint key challenges and highlight related research opportunities for novel technological advances. To do so, we draw on experience and expertise from academics, clinicians, patients and patient groups linked to continence healthcare. This is presented in four areas of consideration: the clinical pathway, patient perspective, research challenges and effective innovation. In each we introduce seminal research, background information and demonstrative case-studies, before discussing their relevance to engineering science researchers who are interested in approaching this overlooked but vital area of healthcare.

  17. Video game addiction: Impact on teenagers' lifestyle.

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.

  18. Career Pathways of Science, Engineering and Technology Research Postgraduates

    ERIC Educational Resources Information Center

    Giles, Marnie; Ski, Chantal; Vrdoljak, Davorin

    2009-01-01

    Suitably qualified scientists and engineers are essential for research and development, innovation and, in turn, the growth of the economy. Science, engineering and technology skills are therefore necessary for Australia to remain competitive in a global market. This article reports findings from a nationwide study investigating the career…

  19. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994.more » This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

  20. Turbine Engine Hot Section Technology 1986

    NASA Technical Reports Server (NTRS)

    1986-01-01

    The Turbine Engine Hot Section Technology (HOST) Project of the NASA Lewis Research Center sponsored a workshop to discuss current research pertinent to turbine engine durability problems. Presentations were made concerning the hot section environment and the behavior of combustion liners, turbine blades, and turbine vanes. The presentations were divided into six sessions: Instrumentation, Combustion, Turbine Heat Transfer, Structural Analysis, Fatigue and Fracture, and Surface Protection. Topics discussed included modeling of thermal and fluid-flow phenomena, structural analysis, fatigue and fracture, surface protective coatings, constitutive behavior of materials, stress-strain response, and life-prediction methods. Researchers from industry, academia, and government presented results of their work sponsored by the HOST project.

  1. Engines and Innovation: Lewis Laboratory and American Propulsion Technology

    NASA Technical Reports Server (NTRS)

    Dawson, Virginia Parker

    1991-01-01

    This book is an institutional history of the NASA Lewis Research Center, located in Cleveland, Ohio, from 1940, when Congress authorized funding for a third laboratory for the National Advisory Committee for Aeronautics, through the 1980s. The history of the laboratory is discussed in relation to the development of American propulsion technology, with particular focus on the transition in the 1940s from the use of piston engines in airplanes to jet propulsion and that from air-breathing engines to rocket technology when the National Aeronautics and Space Administration was established in 1958. The personalities and research philosophies of the people who shaped the history of the laboratory are discussed, as is the relationship of Lewis Research Center to the Case Institute of Technology.

  2. Using Computer Games to Train Information Warfare Teams

    DTIC Science & Technology

    2004-01-01

    Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2004 2004 Paper No 1729 Page 1 of 10 Using Computer Games to...responses they will experience on real missions is crucial. 3D computer games have proved themselves to be highly effective in engaging players...motivationally and emotionally. This effort, therefore, uses gaming technology to provide realistic simulations. These games are augmented with

  3. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes

    NASA Astrophysics Data System (ADS)

    Musil, Juergen; Schweda, Angelika; Winkler, Dietmar; Biffl, Stefan

    Based on our observations of Austrian video game software development (VGSD) practices we identified a lack of systematic processes/method support and inefficient collaboration between various involved disciplines, i.e. engineers and artists. VGSD includes heterogeneous disciplines, e.g. creative arts, game/content design, and software. Nevertheless, improving team collaboration and process support is an ongoing challenge to enable a comprehensive view on game development projects. Lessons learned from software engineering practices can help game developers to increase game development processes within a heterogeneous environment. Based on a state of the practice survey in the Austrian games industry, this paper presents (a) first results with focus on process/method support and (b) suggests a candidate flexible process approach based on Scrum to improve VGSD and team collaboration. Results showed (a) a trend to highly flexible software processes involving various disciplines and (b) identified the suggested flexible process approach as feasible and useful for project application.

  4. Prevalence of video game use, cigarette smoking, and acceptability of a video game-based smoking cessation intervention among online adults.

    PubMed

    Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion

    2012-12-01

    Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.

  5. War-gaming application for future space systems acquisition part 1: program and technical baseline war-gaming modeling and simulation approaches

    NASA Astrophysics Data System (ADS)

    Nguyen, Tien M.; Guillen, Andy T.

    2017-05-01

    This paper describes static Bayesian game models with "Pure" and "Mixed" games for the development of an optimum Program and Technical Baseline (PTB) solution for affordable acquisition of future space systems. The paper discusses System Engineering (SE) frameworks and analytical and simulation modeling approaches for developing the optimum PTB solutions from both the government and contractor perspectives.

  6. Teaching Sustainable Entrepreneurship to Engineering Students: The Case of Delft University of Technology

    ERIC Educational Resources Information Center

    Bonnet, Hans; Quist, Jaco; Hoogwater, Daan; Spaans, Johan; Wehrmann, Caroline

    2006-01-01

    Sustainability, enhancement of personal skills, social aspects of technology, management and entrepreneurship are of increasing concern for engineers and therefore for engineering education. In 1996 at Delft University of Technology this led to the introduction of a subject on sustainable entrepreneurship and technology in the course programmes of…

  7. Remote Labs and Game-Based Learning for Process Control

    ERIC Educational Resources Information Center

    Zualkernan, Imran A.; Husseini, Ghaleb A.; Loughlin, Kevin F.; Mohebzada, Jamshaid G.; El Gaml, Moataz

    2013-01-01

    Social networking platforms and computer games represent a natural informal learning environment for the current generation of learners in higher education. This paper explores the use of game-based learning in the context of an undergraduate chemical engineering remote laboratory. Specifically, students are allowed to manipulate chemical…

  8. LOW-ENGINE-FRICTION TECHNOLOGY FOR ADVANCED NATURAL-GAS RECIPROCATING ENGINES

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Victor W. Wong; Tian Tian; Grant Smedley

    2004-09-30

    technology demonstration in an actual full-sized reciprocating natural-gas engine.« less

  9. Audiovisual Materials for the Engineering Technologies.

    ERIC Educational Resources Information Center

    O'Brien, Janet S., Comp.

    A list of audiovisual materials suitable for use in engineering technology courses is provided. This list includes titles of 16mm films, 8mm film loops, slidetapes, transparencies, audio tapes, and videotapes. Given for each title are: source, format, length of film or tape or number of slides or transparencies, whether color or black-and-white,…

  10. Using game technologies to improve the safety of construction plant operations.

    PubMed

    Guo, Hongling; Li, Heng; Chan, Greg; Skitmore, Martin

    2012-09-01

    Many accidents occur world-wide in the use of construction plant and equipment, and safety training is considered by many to be one of the best approaches to their prevention. However, current safety training methods/tools are unable to provide trainees with the hands-on practice needed. Game technology-based safety training platforms have the potential to overcome this problem in a virtual environment. One such platform is described in this paper - its characteristics are analysed and its possible contribution to safety training identified. This is developed and tested by means of a case study involving three major pieces of construction plant, which successfully demonstrates that the platform can improve the process and performance of the safety training involved in their operation. This research not only presents a new and useful solution to the safety training of construction operations, but illustrates the potential use of advanced technologies in solving construction industry problems in general. Copyright © 2011 Elsevier Ltd. All rights reserved.

  11. Mathematics in Technology & Engineering Education: Judgments of Grade-Level Appropriateness

    ERIC Educational Resources Information Center

    Flowers, Jim; Rose, Mary Annette

    2014-01-01

    Technology and engineering (TE) educators have long championed the infusion of mathematics into technology curriculum, especially to enhance TE learning goals and demonstrate "connections between technology and other fields of study." There is a need for curriculum development and professional development initiatives to purposefully…

  12. Identifying Characteristics of Technology and Engineering Teachers Striving for Excellence Using a Modified Delphi

    ERIC Educational Resources Information Center

    Rose, Mary Annette; Shumway, Steven; Carter, Vinson; Brown, Josh

    2015-01-01

    Preparing a technology and engineering (TE) teacher who strives for teaching excellence is a fundamental mission of TE teacher education programs in the United States. In 2012, the International Technology and Engineering Educators Association (ITEEA, formerly the International Technology Education Association, ITEA) Council on Technology and…

  13. Six Suggestions for Research on Games in Cognitive Science.

    PubMed

    Chabris, Christopher F

    2017-04-01

    Games are more varied and occupy more of daily life than ever before. At the same time, the tools available to study game play and players are more powerful than ever, especially massive data sets from online platforms and computational engines that can accurately evaluate human decisions. This essay offers six suggestions for future cognitive science research on games: (1) Don't forget about chess, (2) Look beyond action games and chess, (3) Use (near)-optimal play to understand human play and players, (4) Investigate social phenomena, (5) Raise the standards for studies of games as treatments, (6) Talk to real experts. Copyright © 2017 Cognitive Science Society, Inc.

  14. Massachusetts Science and Technology Engineering Curriculum Framework

    ERIC Educational Resources Information Center

    Massachusetts Department of Education, 2006

    2006-01-01

    This 2006 "Massachusetts Science and Technology/Engineering Curriculum Framework" provides a guide for teachers and curriculum coordinators regarding specific content to be taught from PreK through high school. Following this "Organization" chapter, the "Framework" contains the following sections: (1) Philosophy and…

  15. Trends in U.S. Engineering and Engineering Technology: A Comparative Study of Admissions, Curricula, and Employment.

    ERIC Educational Resources Information Center

    Lebold, W. K.; Lebold, D. J.

    1985-01-01

    Discusses the admissions selection practices, educational programs, quality standards, and employment characteristics of engineering and engineering technology in the United States. The importance of these two occupations as part of technical teams (which include scientists and technicians) is documented and stressed. (JN)

  16. Formal Abstraction in Engineering Education--Challenges and Technology Support

    ERIC Educational Resources Information Center

    Neuper, Walther A.

    2017-01-01

    This is a position paper in the field of Engineering Education, which is at the very beginning in Europe. It relates challenges in the new field to the emerging technology of (Computer) Theorem Proving (TP). Experience shows, that "teaching" abstract models, for instance the wave equation in mechanical engineering and in electrical…

  17. Discovery Camp Excites Students about Engineering and Technology Careers

    ERIC Educational Resources Information Center

    Massiha, G. H.

    2011-01-01

    In the United States and elsewhere, there is a dramatic shortage of engineers and technologists. And, unfortunately, these professions often suffer from a lack of awareness among K-12 students. Clearly, educators need to show students the very exciting and lucrative aspects of these fields. Engineering and technology are consistently listed by…

  18. Serious games for upper limb rehabilitation: a systematic review.

    PubMed

    Proença, João Pedro; Quaresma, Cláudia; Vieira, Pedro

    2018-01-01

    The aim of this research is to carry out a systematic review of the use of technological gaming platforms with serious games in the upper limb rehabilitation of patients with neuromotor disorders. Through a systematic review, the first two authors defined the inclusion criteria and extracted the data, resulting in 38 studies collected from B-On, PubMed and Medline. Ninety-two per cent of the selected articles were published since 2010. This review documents 35 different gaming platforms types. Twenty-one of the 38 articles included in this review conducted a clinical trial and of those only eight report improvements in the target population following the use of the games and platforms. This review concludes that a new paradigm is emerging in the rehabilitation field, characterized by the systematic use of technological gaming platforms with serious games in/for rehabilitation. The use of this approach seems to be beneficial. However, to facilitate the full integration of these platforms, it is necessary to conduct more research in this area, explore new approaches and carry out in-depth clinical studies into the benefits of these platforms. Implications for rehabilitation This review states that the use serious games and gaming platforms for upper limb rehabilitation are starting a new paradigm in the rehabilitation. For a full integration of this technologies in the rehabilitation field more studies are needed.

  19. Agriscience Teachers' Implementation of Digital Game-based Learning in an Introductory Animal Science Course

    NASA Astrophysics Data System (ADS)

    Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.

    2015-12-01

    In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.

  20. Psychiatrists' Perceptions of Role-Playing Games.

    PubMed

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  1. FY2011 Engineering Innovations, Research, and Technology Report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Hamilton, Kip; Martz, Harry E.; Poyneer, Lisa A.

    2012-04-24

    This report summarizes key research, development, and technology advancements in Lawrence Livermore National Laboratory’s Engineering Directorate for FY2011. These efforts exemplify Engineering’s nearly 60-year history of developing and applying the technology innovations needed for the Laboratory’s national security missions, and embody Engineering’s mission to “Enable program success today and ensure the Laboratory’s vitality tomorrow.

  2. Engineering research, development and technology FY99

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Langland, R T

    The growth of computer power and connectivity, together with advances in wireless sensing and communication technologies, is transforming the field of complex distributed systems. The ability to deploy large numbers of sensors with a rapid, broadband communication system will enable high-fidelity, near real-time monitoring of complex systems. These technological developments will provide unprecedented insight into the actual performance of engineered and natural environment systems, enable the evolution of many new types of engineered systems for monitoring and detection, and enhance our ability to perform improved and validated large-scale simulations of complex systems. One of the challenges facing engineering is tomore » develop methodologies to exploit the emerging information technologies. Particularly important will be the ability to assimilate measured data into the simulation process in a way which is much more sophisticated than current, primarily ad hoc procedures. The reports contained in this section on the Center for Complex Distributed Systems describe activities related to the integrated engineering of large complex systems. The first three papers describe recent developments for each link of the integrated engineering process for large structural systems. These include (1) the development of model-based signal processing algorithms which will formalize the process of coupling measurements and simulation and provide a rigorous methodology for validation and update of computational models; (2) collaborative efforts with faculty at the University of California at Berkeley on the development of massive simulation models for the earth and large bridge structures; and (3) the development of wireless data acquisition systems which provide a practical means of monitoring large systems like the National Ignition Facility (NIF) optical support structures. These successful developments are coming to a confluence in the next year with applications to NIF

  3. Experiencing Production Ramp-Up Education for Engineers

    ERIC Educational Resources Information Center

    Bassetto, S.; Fiegenwald, V.; Cholez, C.; Mangione, F.

    2011-01-01

    This paper presents a game of industrialisation, based on a paper airplane, that mimics real world production ramp-up and blends classical engineering courses together. It is based on a low cost product so that it can be mass produced. The game targets graduate students and practitioners in engineering fields. For students, it offers an experiment…

  4. Technology Education; Engineering Technology and Industrial Technology in California Community Colleges: A Curriculum Guide.

    ERIC Educational Resources Information Center

    Schon, James F.

    In order to identify the distinguishing characteristics of technical education programs in engineering and industrial technology currently offered by post-secondary institutions in California, a body of data was collected by visiting 25 community colleges, 5 state universities, and 8 industrial firms; by a questionnaire sampling of 72 California…

  5. High temperature dynamic engine seal technology development

    NASA Technical Reports Server (NTRS)

    Steinetz, Bruce M.; Dellacorte, Christopher; Machinchick, Michael; Mutharasan, Rajakkannu; Du, Guang-Wu; Ko, Frank; Sirocky, Paul J.; Miller, Jeffrey H.

    1992-01-01

    Combined cycle ramjet/scramjet engines being designed for advanced hypersonic vehicles, including the National Aerospace Plane (NASP), require innovative high temperature dynamic seals to seal the sliding interfaces of the articulated engine panels. New seals are required that will operate hot (1200 to 2000 F), seal pressures ranging from 0 to 100 psi, remain flexible to accommodate significant sidewall distortions, and resist abrasion over the engine's operational life. This report reviews the recent high temperature durability screening assessments of a new braided rope seal concept, braided of emerging high temperature materials, that shows promise of meeting many of the seal demands of hypersonic engines. The paper presents durability data for: (1) the fundamental seal building blocks, a range of candidate ceramic fiber tows; and for (2) braided rope seal subelements scrubbed under engine simulated sliding, temperature, and preload conditions. Seal material/architecture attributes and limitations are identified through the investigations performed. The paper summarizes the current seal technology development status and presents areas in which future work will be performed.

  6. Illusory control, gambling, and video gaming: an investigation of regular gamblers and video game players.

    PubMed

    King, Daniel L; Ejova, Anastasia; Delfabbro, Paul H

    2012-09-01

    There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.

  7. The influence of engine technology advancements on aircraft economics

    NASA Technical Reports Server (NTRS)

    Witherspoon, J. W.; Gaffin, W. O.

    1973-01-01

    A technology advancement in a new powerplant has both favorable and unfavorable effects. Increased bypass ratio and compression ratio, coupled with high turbine temperatures, improve performance but also increase engine price and maintenance cost. The factors that should be evaluated in choosing an engine for airline use are discussed. These factors are compared for two engines that might be considered for future 150 to 200 passenger airplanes: an all-new turbofan and a quiet derivative of an existing first generation turbofan. The results of the performance and cost evaluations of the example engines are reduced to common units so they can be combined.

  8. A Survey of Computer Use in Associate Degree Programs in Engineering Technology.

    ERIC Educational Resources Information Center

    Cunningham, Pearley

    As part of its annual program review process, the Department of Engineering Technology at the Community College of Allegheny County, in Pennsylvania, conducted a study of computer usage in community college engineering technology programs across the nation. Specifically, the study sought to determine the types of software, Internet access, average…

  9. E-Laboratory Design and Implementation for Enhanced Science, Technology and Engineering Education

    ERIC Educational Resources Information Center

    Morton, William; Uhomoibhi, James

    2011-01-01

    Purpose: This paper aims to report on the design and implementation of an e-laboratory for enhanced science, technology and engineering education studies. Design/methodology/approach: The paper assesses a computer-based e-laboratory, designed for new entrants to science, technology and engineering programmes of study in further and higher…

  10. Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games?

    PubMed Central

    Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li

    2017-01-01

    Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire–Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children’s anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5–7. These findings have implications for future research on how touch-screen games increase children’s anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children’s learning. PMID:28179891

  11. Development of a Computer Simulation Game Using a Reverse Engineering Approach

    ERIC Educational Resources Information Center

    Ozkul, Ahmet

    2012-01-01

    Business simulation games are widely used in the classroom to provide students with experiential learning opportunities on business situations in a dynamic fashion. When properly designed and implemented, the computer simulation game can be a useful educational tool by integrating separate theoretical concepts and demonstrating the nature of…

  12. Shortfall online: The development of an educational computer game for teaching sustainable engineering to Millennial Generation students

    NASA Astrophysics Data System (ADS)

    Gennett, Zachary Andrew

    Millennial Generation students bring significant learning and teaching challenges to the classroom, because of their unique learning styles, breadth of interests related to social and environmental issues, and intimate experiences with technology. As a result, there has been an increased willingness at many universities to experiment with pedagogical strategies that depart from a traditional "learning by listening" model, and move toward more innovative methods involving active learning through computer games. In particular, current students typically express a strong interest in sustainability in which economic concerns must be weighed relative to environmental and social responsibilities. A game-based setting could prove very effective for fostering an operational understanding of these tradeoffs, and especially the social dimension which remains largely underdeveloped relative to the economic and environmental aspects. Through an examination of the educational potential of computer games, this study hypothesizes that to acquire the skills necessary to manage and understand the complexities of sustainability, Millennial Generation students must be engaged in active learning exercises that present dynamic problems and foster a high level of social interaction. This has led to the development of an educational computer game, entitled Shortfall, which simulates a business milieu for testing alternative paths regarding the principles of sustainability. This study examines the evolution of Shortfall from an educational board game that teaches the principles of environmentally benign manufacturing, to a completely networked computer game, entitled Shortfall Online that teaches the principles of sustainability. A capital-based theory of sustainability is adopted to more accurately convey the tradeoffs and opportunity costs among economic prosperity, environmental preservation, and societal responsibilities. While the economic and environmental aspects of sustainability

  13. Simulation and Gaming: Directions, Issues, Ponderables.

    ERIC Educational Resources Information Center

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  14. Engineering Education: Environmental and Chemical Engineering or Technology Curricula--A European Perspective

    ERIC Educational Resources Information Center

    Glavic, Peter; Lukman, Rebeka; Lozano, Rodrigo

    2009-01-01

    Over recent years, universities have been incorporating sustainable development (SD) into their systems, including their curricula. This article analyses the incorporation of SD into the curricula of chemical and environmental engineering or technology bachelor degrees at universities in the European Union (EU) and European Free Trade Association…

  15. Engineering Encounters: Building Technological Literacy with Philosophy and Nature of Technology

    ERIC Educational Resources Information Center

    Kruse, Jerrid; Wilcox, Jesse

    2017-01-01

    This column presents ideas and techniques to enhance your science teaching. In this issue the authors discuss a design project they have used with upper elementary students (grades 4-6). They note ways to engage students in thinking philosophically about technology to meet engineering design outcomes in the "Next Generation Science…

  16. What do K-12 students feel when dealing with technology and engineering issues? Gardner's multiple intelligence theory implications in technology lessons for motivating engineering vocations at Spanish Secondary School

    NASA Astrophysics Data System (ADS)

    Sánchez-Martín, Jesús; Álvarez-Gragera, García J.; Dávila-Acedo, M. Antonia; Mellado, Vicente

    2017-11-01

    The interest on engineering and scientific studies can be raised up even from the early years of academic instructional process. This vocation may be linked to emotions and aptitudes towards technological education. Particularly, students get in touch with these technological issues (namely STEM) during the Compulsory Secondary Education in Spain (12-16 years old).This work presents a preliminary evaluation of how relevant is Gardner's multiple intelligence theory (MIT) in the teaching-learning process within the Technology Lessons. In this sense, MIT was considered as an explanation variable of the emotional response within the different educational parts (so-called syllabus units, SU) in the Technology spanish curriculum. Different intelligence style (IS) will orient the student to a vision of the engineering and technology. This work tries to identify which relationships can be established between IS and specific technology and engineering learning. This research involved up to 135 students were subsequently tested about their predominant (IS) and on the emotions that arouse in them when working with each SU. The results were statistically significant and only those with a Logic-arithmetic or Environmental IS were not affected by the SU.Best teaching and learning practicesare required for encouraging further engineering studies.

  17. Positioning Technology and Engineering Education as a Key Force in STEM Education

    ERIC Educational Resources Information Center

    Strimel, Greg; Grubbs, Michael E.

    2016-01-01

    As the presence of engineering content and practices increases in science education, the distinction between the two fields of science and technology education becomes even more vague than previously theorized. Furthermore, the addition of engineering to the title of the profession raises the question of the true aim of technology education. As a…

  18. Cost/benefit analysis of advanced materials technologies for future aircraft turbine engines

    NASA Technical Reports Server (NTRS)

    Stephens, G. E.

    1980-01-01

    The materials technologies studied included thermal barrier coatings for turbine airfoils, turbine disks, cases, turbine vanes and engine and nacelle composite materials. The cost/benefit of each technology was determined in terms of Relative Value defined as change in return on investment times probability of success divided by development cost. A recommended final ranking of technologies was based primarily on consideration of Relative Values with secondary consideration given to changes in other economic parameters. Technologies showing the most promising cost/benefits were thermal barrier coated temperature nacelle/engine system composites.

  19. Algorithms for Differential Games with Bounded Control and States.

    DTIC Science & Technology

    1982-03-01

    D-R124 642 ALGORITHMS FOR DIFFERENTIAL GAMES WI1TH BOUNDED CONTROL 1/2 AND STATES(U) CALIFORNIA UNIV LOS ANGELES SCHOOL OF ENGINEERING AND APPLIED...RECIPILNT’S CATALOG NUMBER None ~_________ TITLE (end Subtitle) S. TYPE OF REPORT P ERIOD COVERED ALGORITHMS FOR DIFFERENTIAL GAMES WITH Final, 11/29/79-11/28...problems are probably the most natural application of differential game theory and have been treated by many authors as such. Very few problems of this

  20. Bioreactor Technology in Cardiovascular Tissue Engineering

    NASA Astrophysics Data System (ADS)

    Mertsching, H.; Hansmann, J.

    Cardiovascular tissue engineering is a fast evolving field of biomedical science and technology to manufacture viable blood vessels, heart valves, myocar-dial substitutes and vascularised complex tissues. In consideration of the specific role of the haemodynamics of human circulation, bioreactors are a fundamental of this field. The development of perfusion bioreactor technology is a consequence of successes in extracorporeal circulation techniques, to provide an in vitro environment mimicking in vivo conditions. The bioreactor system should enable an automatic hydrodynamic regime control. Furthermore, the systematic studies regarding the cellular responses to various mechanical and biochemical cues guarantee the viability, bio-monitoring, testing, storage and transportation of the growing tissue.

  1. STEM@School: an engaging Serious Game!

    NASA Astrophysics Data System (ADS)

    terracina, annalisa; mecella, massimo

    2016-04-01

    Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. One new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The term game is quite ambiguous, that means that researchers, game designers, parents, students, teachers, etc. have a different concept of games. In this research, we intend games as inquiry based laboratories in which participants are able to imagine, engage with, and reflect upon their experiences. Gaming and schooling have developed into two distinct "knowledge traditions" that often rely on opposing validity criteria for determining what counts and what does not count as relevant knowledge. To avoid that dichotomy, GBL should integrate different aspects that are related to the knowledge itself, to pedagogical aspects, to scenario-based and every day practice. In the above scenario we matured the idea to develop a serious game that integrates the most up-to-date technologies in new teaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). The main idea of our research is a VLE that in turn is a role playing game. The role playing game is a social game in which each student becomes a player with her abilities and her tasks. In order to succeed, all the players should work to achieve a common objective/goal. The storyboard is designed in a way that there is an evolution in the role playing game and a progress in the level of learning as well. The idea of helping students in the process of learning in a different way with respect to the classical approach finds support in many psychological studies and previous work, in particular we refer to Howard Gardner theory (1983): "We might think of the topic as a room with at least five doors or entry

  2. Establishing an Educational Game Development Model: From the Experience of Teaching Search Engine Optimization

    ERIC Educational Resources Information Center

    Lui, Richard W. C.; Au, Cheuk Hang

    2018-01-01

    This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…

  3. Coupling between Metacognition and Emotions during STEM Learning with Advanced Learning Technologies: A Critical Analysis, Implications for Future Research, and Design of Learning Systems

    ERIC Educational Resources Information Center

    Azevedo, Roger; Mudrick, Nicholas; Taub, Michelle; Wortha, Franz

    2017-01-01

    Metacognition and emotions play a critical role in learners' ability to monitor and regulate their learning about 21st-century skills related to science, technology, engineering, and mathematics (STEM) content while using advanced learning technologies (ALTs; e.g., intelligent tutoring systems, serious games, hypermedia, augmented reality). In…

  4. Improving Teacher-Made Assessments in Technology and Engineering Education

    ERIC Educational Resources Information Center

    White, Jesse W.; Moye, Johnny J.; Gareis, Christopher R.; Hylton, Sarah P.

    2018-01-01

    In the interest of learning how to effectively use the technological literacy standards and of adhering to education regulation, this article focuses on efforts to improve the professional teaching practices of Technology and Engineering Education (TEE) teachers by using the Gareis and Grant (2015) process with respect to "Standards for…

  5. A Review of Multi-Sensory Technologies in a Science, Technology, Engineering, Arts and Mathematics (STEAM) Classroom

    ERIC Educational Resources Information Center

    Taljaard, Johann

    2016-01-01

    This article reviews the literature on multi-sensory technology and, in particular, looks at answering the question: "What multi-sensory technologies are available to use in a science, technology, engineering, arts and mathematics (STEAM) classroom, and do they affect student engagement and learning outcomes?" Here engagement is defined…

  6. Trends in the Development of Technology and Engineering Education in Emerging Economies

    ERIC Educational Resources Information Center

    Adegbuyi, P. A. O.; Uhomoibhi, J. O.

    2008-01-01

    Purpose: The purpose of this paper is to report on the nature of technology and engineering education provision in developing economies, focusing on Nigeria. Design/methodology/approach: The paper draws on recent developments in the shake up and implementation of new measures to call for quality technology and engineering education in the country,…

  7. Information Technologies in the System of Military Engineer Training of Cadets

    ERIC Educational Resources Information Center

    Khizhnaya, Anna V.; Kutepov, Maksim M.; Gladkova, Marina N.; Gladkov, Alexey V.; Dvornikova, Elena I.

    2016-01-01

    The necessity of enhancement of the information component in the military engineer training is determined by the result of a comparative analysis of global and national engineering education standards. The purpose is to substantiate the effectiveness and relevance of applying information technology in the system of military engineer training of…

  8. Assessment of an Engineering Technology Outreach Program for 4th-7th Grade Girls

    ERIC Educational Resources Information Center

    Dell, Elizabeth M.; Christman, Jeanne; Garrick, Robert D.

    2011-01-01

    This paper describes a workshop led by female Engineering Technology students, with support from female faculty, to provide an introduction to Engineering Technology to 4th-7th grade girls through a series of interactive laboratory experiments. This outreach program was developed to improve attitudes towards science and engineering in middle…

  9. Video Games and the First Amendment: "Brown v. Entertainment Merchants Association"

    ERIC Educational Resources Information Center

    Schwinn, Steven D.

    2011-01-01

    Video games today give players an unprecedented opportunity to become part of the game. They literally put players in the game. And with rapid technological improvements and endless creativity, games are only becoming more realistic. They are also becoming more violent. Today's games allow players to kill, maim, dismember, and torture victims by…

  10. Game on: The gamification of the pharmacy classroom.

    PubMed

    Sera, Leah; Wheeler, Erin

    Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.

  11. A Game-Theoretic Approach to Branching Time Abstract-Check-Refine Process

    NASA Technical Reports Server (NTRS)

    Wang, Yi; Tamai, Tetsuo

    2009-01-01

    Since the complexity of software systems continues to grow, most engineers face two serious problems: the state space explosion problem and the problem of how to debug systems. In this paper, we propose a game-theoretic approach to full branching time model checking on three-valued semantics. The three-valued models and logics provide successful abstraction that overcomes the state space explosion problem. The game style model checking that generates counter-examples can guide refinement or identify validated formulas, which solves the system debugging problem. Furthermore, output of our game style method will give significant information to engineers in detecting where errors have occurred and what the causes of the errors are.

  12. An Interactive Immersive Serious Game Application for Kunyu Quantu World Map

    NASA Astrophysics Data System (ADS)

    Peng, S.-T.; Hsu, S.-Y.; Hsieh, K.-C.

    2015-08-01

    In recent years, more and more digital technologies and innovative concepts are applied on museum education. One of the concepts applied is "Serious game." Serious game is not designed for entertainment purpose but allows users to learn real world's cultural and educational knowledge in the virtual world through game-experiencing. Technologies applied on serious game are identical to those applied on entertainment game. Nowadays, the interactive technology applications considering users' movement and gestures in physical spaces are developing rapidly, which are extensively used in entertainment games, such as Kinect-based games. The ability to explore space via Kinect-based games can be incorporated into the design of serious game. The ancient world map, Kunyu Quantu, from the collection of the National Palace Museum is therefore applied in serious game development. In general, the ancient world map does not only provide geological information, but also contains museum knowledge. This particular ancient world map is an excellent content applied in games as teaching material. In the 17th century, it was first used by a missionary as a medium to teach the Kangxi Emperor of the latest geologic and scientific spirits from the West. On this map, it also includes written biological knowledge and climate knowledge. Therefore, this research aims to present the design of the interactive and immersive serious game based installation that developed from the rich content of the Kunyu Quantu World Map, and to analyse visitor's experience in terms of real world's cultural knowledge learning and interactive responses.

  13. Developments in Business Gaming: A Review of the Past 40 Years

    ERIC Educational Resources Information Center

    Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven

    2009-01-01

    This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…

  14. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    NASA Astrophysics Data System (ADS)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer

  15. Computer Engineering Technology. Florida Vocational Program Guide.

    ERIC Educational Resources Information Center

    University of South Florida, Tampa. Dept. of Adult and Vocational Education.

    This packet contains a program guide and Career Merit Achievement Plan (Career MAP) for the implementation of a computer engineering technology program in Florida secondary and postsecondary schools. The program guide describes the program content and structure, provides a program description, lists job titles under the program, and includes a…

  16. Vocabulary Development in Technology and Engineering Education

    ERIC Educational Resources Information Center

    Klink, Pamela; Loveland, Thomas

    2015-01-01

    Some students have trouble performing well on summative tests in technology and engineering education. This is largely due to the students' inability to apply the terms to real-world scenarios (Baker, Simmons, & Kameenui, 1995). Exams often provide situational questions and, with these, critical-thinking skills are required. Students may lack…

  17. Capability and Interface Assessment of Gaming Technologies for Future Multi-Unmanned Air Vehicle Systems

    DTIC Science & Technology

    2011-08-01

    resource management games (e.g., Sim City 2000), board game simulations (e.g., VASSAL), and abstract games (e.g., Tetris). The second purpose of the...which occur simultaneously o E.g., Starcraft  Board game o A computer game that emulates a board game o E.g., Archon  2D Side View o A game...a mouse  Joypad o E.g., A playstation/X-box controller  Accelerometer o E.g., A Wii Controller  Touch 22 Distribution A: Approved for

  18. Challenges of Health Games in the Social Network Environment.

    PubMed

    Paredes, Hugo; Pinho, Anabela; Zagalo, Nelson

    2012-04-01

    Virtual communities and their benefits have been widely exploited to support patients, caregivers, families, and healthcare providers. The complexity of the social organization evolved the concept of virtual community to social networks, exploring the establishment of ties and relations between people. These technological platforms provide a way to keep up with one's connections network, through a set of communication and interaction tools. Games, as social interactive technologies, have great potential, ensuring a supportive community and thereby reducing social isolation. Serious social health games bring forward several research challenges. This article examines the potential benefits of the triad "health-serious games-social networks" and discusses some research challenges and opportunities of the liaison of serious health games and social networks.

  19. Colloquy on Minority Males in Science, Technology, Engineering, and Mathematics

    ERIC Educational Resources Information Center

    Didion, Catherine; Fortenberry, Norman L.; Cady, Elizabeth

    2012-01-01

    On August 8-12, 2010 the National Academy of Engineering (NAE), with funding from the National Science Foundation (NSF), convened the Colloquy on Minority Males in Science, Technology, Engineering, and Mathematics (STEM), following the release of several reports highlighting the educational challenges facing minority males. The NSF recognized the…

  20. Current progress of targetron technology: development, improvement and application in metabolic engineering.

    PubMed

    Liu, Ya-Jun; Zhang, Jie; Cui, Gu-Zhen; Cui, Qiu

    2015-06-01

    Targetrons are mobile group II introns that can recognize their DNA target sites by base-pairing RNA-DNA interactions with the aid of site-specific binding reverse transcriptases. Targetron technology stands out from recently developed gene targeting methods because of the flexibility, feasibility, and efficiency, and is particularly suitable for the genetic engineering of difficult microorganisms, including cellulolytic bacteria that are considered promising candidates for biomass conversion via consolidated bioprocessing. Along with the development of the thermotargetron method for thermophiles, targetron technology becomes increasingly important for the metabolic engineering of industrial microorganisms aiming at biofuel/chemical production. To summarize the current progress of targetron technology and provide new insights on the use of the technology, this paper reviews the retrohoming mechanisms of both mesophilic and thermophilic targetron methods based on various group II introns, investigates the improvement of targetron tools for high target efficiency and specificity, and discusses the current applications in the metabolic engineering for bacterial producers. Although there are still intellectual property and technical restrictions in targetron applications, we propose that targetron technology will contribute to both biochemistry research and the metabolic engineering for industrial productions. Copyright © 2015 WILEY-VCH Verlag GmbH & Co. KGaA, Weinheim.

  1. Serious Games: Incorporating Video Games in the Classroom

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C.

    2006-01-01

    Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…

  2. Developing the Serious Games potential in nursing education.

    PubMed

    Petit dit Dariel, Odessa J; Raby, Thibaud; Ravaut, Frédéric; Rothan-Tondeur, Monique

    2013-12-01

    Shortened hospital stays, high patient acuity and technological advances demand that nurses increasingly make decisions under conditions of uncertainty and risk (Ebright et al., 2003). With rising trends towards out-patient care, nurses will need to perform complex problem-solving within a dynamic and changing environment for which there is not one clear solution (Schofield et al., 2010; Wolff et al., 2009). The development of sharp clinical reasoning skills, as well as skills in detection, monitoring, investigation and evaluation are therefore essential (Aitken et al., 2002). Yet few nursing students have long-term exposure to home-care and community situations. This is primarily due to scarce human resources and the time-consuming requirements of student supervision (Duque et al., 2008). When students are given the opportunity to experience home-care or community visits these tend to be unstructured leading to wide variations in their competencies. New pedagogical tools are needed to adequately and consistently prepare nurses for the skills they will need to care for patients outside acute care settings. Advances in Information and Communications Technologies (ICT) offer an opportunity to explore innovative pedagogical solutions that could help students develop these skills in a safe environment. A three-phased project is underway that aims to create and test a Serious Game to improve nurses' clinical reasoning and detection skills in home-care and community settings. The first phase of this project involves the development of a scenario, the game engine and the graphic design and will be the focus of this paper. The second and third phases will test the Serious Game as an educational intervention and will be reported in subsequent papers. Copyright © 2012 Elsevier Ltd. All rights reserved.

  3. A Survey of Exemplar Teachers' Perceptions, Use, and Access of Computer-Based Games and Technology for Classroom Instruction

    ERIC Educational Resources Information Center

    Proctor, Michael D.; Marks, Yaela

    2013-01-01

    This research reports and analyzes for archival purposes surveyed perceptions, use, and access by 259 United States based exemplar Primary and Secondary educators of computer-based games and technology for classroom instruction. Participating respondents were considered exemplary as they each won the Milken Educator Award during the 1996-2009…

  4. Advanced Engineering Methods in Design and Education

    NASA Astrophysics Data System (ADS)

    Kamenov, Krasimir; Dobreva, Antoaneta; Ronkova, Vyarka

    2017-10-01

    The paper presented deals with the challenges occurring during the education of the new digital generation of students in the area of engineering subjects. This new situation in teaching technologies imposes the obtaining of appropriate feedback from the students during the lectures and tutorials. The objective of the research is to investigate the impact of the application of video games, graphical presentations, animations, etc. The feedback received in such interactive way gives the opportunity to improve the teaching models and to increase the active participation of the students during the lectures and tutorials.

  5. Cryogenic gear technology for an orbital transfer vehicle engine and tester design

    NASA Technical Reports Server (NTRS)

    Calandra, M.; Duncan, G.

    1986-01-01

    Technology available for gears used in advanced Orbital Transfer Vehicle rocket engines and the design of a cryogenic adapted tester used for evaluating advanced gears are presented. The only high-speed, unlubricated gears currently in cryogenic service are used in the RL10 rocket engine turbomachinery. Advanced rocket engine gear systems experience operational load conditions and rotational speed that are beyond current experience levels. The work under this task consisted of a technology assessment and requirements definition followed by design of a self-contained portable cryogenic adapted gear test rig system.

  6. Sandia technology engineering and science accomplishments

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Not Available

    1993-03-01

    Sandia is a DOE multiprogram engineering and science laboratory with major facilities at Albuquerque, New Mexico, and Livermore, California, and a test range near Tonapah, Nevada. We have major research and development responsibilities for nuclear weapons, arms control, energy, the environment, economic competitiveness, and other areas of importance to the needs of the nation. Our principal mission is to support national defense policies by ensuring that the nuclear weapon stockpile meets the highest standards of safety, reliability, security, use control, and military performance. Selected unclassified technical activities and accomplishments are reported here. Topics include advanced manufacturing technologies, intelligent machines, computationalmore » simulation, sensors and instrumentation, information management, energy and environment, and weapons technology.« less

  7. Teaching Social Studies with Video Games

    ERIC Educational Resources Information Center

    Maguth, Brad M.; List, Jonathan S.; Wunderle, Matthew

    2015-01-01

    Today's youth have grown up immersed in technology and are increasingly relying on video games to solve problems, engage socially, and find entertainment. Yet research and vignettes of teachers actually using video games to advance student learning in social studies is scarce (Hutchinson 2007). This article showcases how social studies…

  8. Multiplayer Kinect Serious Games: A Review

    ERIC Educational Resources Information Center

    Alshammari, Ali; Whittinghill, David

    2015-01-01

    Single and multiplayer serious Kinect games have been used in many different areas, including education. Due to its relative newness as a technology, a dearth of literature exists concerning the requirements for the use of Kinect games in educational settings. A comprehensive review was conducted to include various perspectives in order to provide…

  9. First Steps and beyond: Serious Games as Preparation for Future Learning

    ERIC Educational Resources Information Center

    Reese, Debbie Denise

    2007-01-01

    Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…

  10. Review of spectral imaging technology in biomedical engineering: achievements and challenges.

    PubMed

    Li, Qingli; He, Xiaofu; Wang, Yiting; Liu, Hongying; Xu, Dongrong; Guo, Fangmin

    2013-10-01

    Spectral imaging is a technology that integrates conventional imaging and spectroscopy to get both spatial and spectral information from an object. Although this technology was originally developed for remote sensing, it has been extended to the biomedical engineering field as a powerful analytical tool for biological and biomedical research. This review introduces the basics of spectral imaging, imaging methods, current equipment, and recent advances in biomedical applications. The performance and analytical capabilities of spectral imaging systems for biological and biomedical imaging are discussed. In particular, the current achievements and limitations of this technology in biomedical engineering are presented. The benefits and development trends of biomedical spectral imaging are highlighted to provide the reader with an insight into the current technological advances and its potential for biomedical research.

  11. Teacher Challenges to Implement Engineering Design in Secondary Technology Education

    ERIC Educational Resources Information Center

    Kelley, Todd R.; Wicklein, Robert C.

    2009-01-01

    This descriptive study examined the current status of technology education teacher practices with respect to engineering design. This article is the third article in a three-part series presenting the results of this study. The first article in the series titled "Examination of Engineering Design Curriculum Content" highlighted the research…

  12. The Effect of Rotor Cruise Tip Speed, Engine Technology and Engine/Drive System RPM on the NASA Large Civil Tiltrotor (LCTR2) Size and Performance

    NASA Technical Reports Server (NTRS)

    Robuck, Mark; Wilkerson, Joseph; Maciolek, Robert; Vonderwell, Dan

    2012-01-01

    A multi-year study was conducted under NASA NNA06BC41C Task Order 10 and NASA NNA09DA56C task orders 2, 4, and 5 to identify the most promising propulsion system concepts that enable rotor cruise tip speeds down to 54% of the hover tip speed for a civil tiltrotor aircraft. Combinations of engine RPM reduction and 2-speed drive systems were evaluated. Three levels of engine and the drive system advanced technology were assessed; 2015, 2025 and 2035. Propulsion and drive system configurations that resulted in minimum vehicle gross weight were identified. Design variables included engine speed reduction, drive system speed reduction, technology, and rotor cruise propulsion efficiency. The NASA Large Civil Tiltrotor, LCTR, aircraft served as the base vehicle concept for this study and was resized for over thirty combinations of operating cruise RPM and technology level, quantifying LCTR2 Gross Weight, size, and mission fuel. Additional studies show design sensitivity to other mission ranges and design airspeeds, with corresponding relative estimated operational cost. The lightest vehicle gross weight solution consistently came from rotor cruise tip speeds between 422 fps and 500 fps. Nearly equivalent results were achieved with operating at reduced engine RPM with a single-speed drive system or with a two-speed drive system and 100% engine RPM. Projected performance for a 2025 engine technology provided improved fuel flow over a wide range of operating speeds relative to the 2015 technology, but increased engine weight nullified the improved fuel flow resulting in increased aircraft gross weights. The 2035 engine technology provided further fuel flow reduction and 25% lower engine weight, and the 2035 drive system technology provided a 12% reduction in drive system weight. In combination, the 2035 technologies reduced aircraft takeoff gross weight by 14% relative to the 2015 technologies.

  13. 3D multiplayer virtual pets game using Google Card Board

    NASA Astrophysics Data System (ADS)

    Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam

    2017-08-01

    Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.

  14. Educational technologies and the teaching of ethics in science and engineering.

    PubMed

    Loui, Michael C

    2005-07-01

    To support the teaching of ethics in science and engineering, educational technologies offer a variety of functions: communication between students and instructors, production of documents, distribution of documents, archiving of class sessions, and access to remote resources. Instructors may choose to use these functions of the technologies at different levels of intensity, to support a variety of pedagogies, consistent with accepted good practices. Good pedagogical practices are illustrated in this paper with four examples of uses of educational technologies in the teaching of ethics in science and engineering. Educational technologies impose costs for the purchase of hardware, licensing of software, hiring of support personnel, and training of instructors. Whether the benefits justify these costs is an unsettled question. While many researchers are studying the possible benefits of educational technologies, all instructors should assess the effectiveness of their practices.

  15. Influence of Science, Technology, and Engineering Curriculum on Rural Midwestern High School Student Career Decisions

    NASA Astrophysics Data System (ADS)

    Killingsworth, John

    Low degree completion in technical and engineering degrees is a growing concern for policymakers and educators in the United States. This study was an examination of the behaviors of adolescents specific to career decisions related to technology and engineering. The central research question for this study was: do rural, Midwestern high school technical and engineering curricula serve to engage students sufficiently to encourage them to persist through high school while sustaining their interests in technology and engineering careers? Engaging students in technology and engineering fields is the challenge for educators throughout the country and the Midwest. Rural schools have the additional challenge of meeting those issues because of resource limitations. Students in three Midwestern schools were surveyed to determine the level of interest in technology and engineering. The generalized likelihood ratio test was used to overcome concerns for small sample sizes. Accounting for dependent variables, multiple independent variables are examined using descriptive statistics to determine which have greater influence on career decisions, specifically those related to technology and engineering. A typical science curriculum is defined for rural Midwestern high schools. This study concludes that such curriculum achieves the goal of maintaining or increasing student interest and engagement in STEM careers. Furthermore, those schools that incorporate contextual and experiential learning activities into the curriculum demonstrate increased results in influencing student career choices toward technology and engineering careers. Implications for parents, educators, and industry professionals are discussed.

  16. An Approach to Scoring Collaboration in Online Game Environments

    ERIC Educational Resources Information Center

    Scoular, Claire; Care, Esther; Awwal, Nafisa

    2017-01-01

    With technological advances, it is now possible to use games to capture information-rich behaviours that reveal processes by which players interact and solve problems. Recent problem-based games have been designed to assess and record detailed interactions between the problem solver and the game environment, and thereby capture salient solution…

  17. An Evaluation of HigherEd 2.0 Technologies in Undergraduate Mechanical Engineering Courses

    ERIC Educational Resources Information Center

    Orange, Amy; Heinecke, Walter; Berger, Edward; Krousgrill, Charles; Mikic, Borjana; Quinn, Dane

    2012-01-01

    Between 2006 and 2010, sophomore engineering students at four universities were exposed to technologies designed to increase their learning in undergraduate engineering courses. Our findings suggest that students at all sites found the technologies integrated into their courses useful to their learning. Video solutions received the most positive…

  18. Dual-fuel natural gas/diesel engines: Technology, performance, and emissions

    NASA Astrophysics Data System (ADS)

    Turner, S. H.; Weaver, C. S.

    1994-11-01

    An investigation of current dual-fuel natural gas/diesel engine design, performance, and emissions was conducted. The most pressing technological problems associated with dual-fuel engine use were identified along with potential solutions. It was concluded that dual-fuel engines can achieve low NO(sub x) and particulate emissions while retaining fuel-efficiency and BMEP levels comparable to those of diesel engines. The investigation also examined the potential economic impact of dual-fuel engines in diesel-electric locomotives, marine vessels, farm equipment, construction, mining, and industrial equipment, and stand-alone electricity generation systems. Recommendations for further additional funding to support research, development, and demonstration in these applications were then presented.

  19. Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making

    PubMed Central

    Mohan, Deepika; Angus, Derek C.; Ricketts, Daniel; Farris, Coreen; Fischhoff, Baruch; Rosengart, Matthew R.; Yealy, Donald M.; Barnato, Amber E.

    2014-01-01

    Background Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. Methods We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. Findings We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). Conclusions We found that physicians made decisions consistent with actual practice, that we could manipulate

  20. Assessing the validity of using serious game technology to analyze physician decision making.

    PubMed

    Mohan, Deepika; Angus, Derek C; Ricketts, Daniel; Farris, Coreen; Fischhoff, Baruch; Rosengart, Matthew R; Yealy, Donald M; Barnato, Amber E

    2014-01-01

    Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). We found that physicians made decisions consistent with actual practice, that we could manipulate cognitive load, and that load increased the

  1. "Grand Theft South Africa": Games, Literacy and Inequality in Consumer Childhoods

    ERIC Educational Resources Information Center

    Walton, Marion; Pallitt, Nicola

    2012-01-01

    Discussions of "game literacy" focus on the informal learning and literacies associated with games but seldom address the diversity in young people's gaming practices, and the highly differentiated technologies of digital gaming in use. We use available survey data to show how, in South Africa, income inequalities influence consumption…

  2. Game and Information Theory Analysis of Electronic Counter Measures in Pursuit-Evasion Games

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Griffin, Christopher H

    Two-player Pursuit-Evasion games in the literature typically either assume both players have perfect knowledge of the opponent s positions or use primitive sensing models. This unrealistically skews the problem in favor of the pursuer who need only maintain a faster velocity at all turning radii. In real life, an evader usually escapes when the pursuer no longer knows the evader s position. In our previous work, we modeled pursuit-evasion without perfect information as a two-player bi-matrix game by using a realistic sensor model and information theory to compute game theoretic payoff matrices. That game has a saddle point when themore » evader uses strategies that exploit sensor limitations, while the pursuer relies on strategies that ignore the sensing limitations. In this paper, we consider for the first time the effect of many types of electronic counter measures (ECM) on pursuit evasion games. The evader s decision to initiate its ECM is modeled as a function of the distance between the players. Simulations show how to find optimal strategies for ECM use when initial conditions are known. We also discuss the effectiveness of different ECM technologies in pursuit-evasion games.« less

  3. Emerging CAE technologies and their role in Future Ambient Intelligence Environments

    NASA Astrophysics Data System (ADS)

    Noor, Ahmed K.

    2011-03-01

    Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.

  4. Research Technology (ASTP) Rocket Based Combined Cycle (RBCC) Engine

    NASA Technical Reports Server (NTRS)

    2004-01-01

    Pictured is an artist's concept of the Rocket Based Combined Cycle (RBCC) launch. The RBCC's overall objective is to provide a technology test bed to investigate critical technologies associated with opperational usage of these engines. The program will focus on near term technologies that can be leveraged to ultimately serve as the near term basis for Two Stage to Orbit (TSTO) air breathing propulsions systems and ultimately a Single Stage To Orbit (SSTO) air breathing propulsion system.

  5. Aircraft Maintenance Engineering: Factors Impacting Airlines E-Maintenance Technologies, Authoring and Illustrations

    NASA Astrophysics Data System (ADS)

    Karayianes, Frank

    The purpose of this research was to evaluate factors influencing acceptance and use of technologies in the field of aircraft maintenance authoring, graphics, and documentation. Maintenance engineering authors convert complex engineering used in aircraft production and transform that data using technology (tools) into usable technical publications data. While the current literature includes a large volume of research in technology acceptance in various domains of industry and business, the problem is that no such studies exist with respect to the aircraft maintenance engineering authoring, allowing any number of tools to be used and acceptance to be unsure. The study was based on theoretical approaches of the Technology Acceptance Model and the associated hypothesis related to eight research questions. A survey questionnaire was developed for data collection from a selected population of aircraft maintenance engineering authors. Data collected from 148 responses were exposed to a range of statistical methods and analyses. Analysis of data were performed within the structural equation model using exploratory factor analysis, confirmatory factor analysis, and a range of regression methods. The analyses generally provided results consistent with prior literature. Two survey questions yielded unexpected results contrary to similar studies. The relationship between prior experience and job level did not show a significant relationship with perceived usefulness or perceived ease of use. Other results included the significant relationship between Perceived Usefulness and Perceived Ease of Use with Technology acceptance. Recommendations include understanding how Technology Acceptance can be improved for the industry and the need for further research not covered to refine recommendations for technology acceptance related to the aviation industry.

  6. Grand Canyon as a universally accessible virtual field trip for intro Geoscience classes using geo-referenced mobile game technology

    NASA Astrophysics Data System (ADS)

    Bursztyn, N.; Pederson, J. L.; Shelton, B.

    2012-12-01

    There is a well-documented and nationally reported trend of declining interest, poor preparedness, and lack of diversity within U.S. students pursuing geoscience and other STEM disciplines. We suggest that a primary contributing factor to this problem is that introductory geoscience courses simply fail to inspire (i.e. they are boring). Our experience leads us to believe that the hands-on, contextualized learning of field excursions are often the most impactful component of lower division geoscience classes. However, field trips are becoming increasingly more difficult to run due to logistics and liability, high-enrollments, decreasing financial and administrative support, and exclusivity of the physically disabled. Recent research suggests that virtual field trips can be used to simulate this contextualized physical learning through the use of mobile devices - technology that exists in most students' hands already. Our overarching goal is to enhance interest in introductory geoscience courses by providing the kinetic and physical learning experience of field trips through geo-referenced educational mobile games and test the hypothesis that these experiences can be effectively simulated through virtual field trips. We are doing this by developing "serious" games for mobile devices that deliver introductory geology material in a fun and interactive manner. Our new teaching strategy will enhance undergraduate student learning in the geosciences, be accessible to students of diverse backgrounds and physical abilities, and be easily incorporated into higher education programs and curricula at institutions globally. Our prototype involves students virtually navigating downstream along a scaled down Colorado River through Grand Canyon - physically moving around their campus quad, football field or other real location, using their smart phone or a tablet. As students reach the next designated location, a photo or video in Grand Canyon appears along with a geological

  7. The Potential of Incorporating Computer Games in Foreign Language Curricula

    ERIC Educational Resources Information Center

    Mukundan, Jayakaran; Kalajahi, Seyed Ali Rezvani; Naghdipour, Bakhtiar

    2014-01-01

    There is ample evidence that technology-enhanced instruction could result in students' learning. With the advancement and ever-increasing growth of technology, the use of educational electronic games or computer games in education has appealed to both educators and students. Because of their potential to enhance students' interest, motivation and…

  8. Application of artificial neural networks to gaming

    NASA Astrophysics Data System (ADS)

    Baba, Norio; Kita, Tomio; Oda, Kazuhiro

    1995-04-01

    Recently, neural network technology has been applied to various actual problems. It has succeeded in producing a large number of intelligent systems. In this article, we suggest that it could be applied to the field of gaming. In particular, we suggest that the neural network model could be used to mimic players' characters. Several computer simulation results using a computer gaming system which is a modified version of the COMMONS GAME confirm our idea.

  9. Preparing Instructional Designers for Game-Based Learning: Part 1

    ERIC Educational Resources Information Center

    Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard

    2010-01-01

    Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…

  10. Augmented Learning: Research and Design of Mobile Educational Games

    ERIC Educational Resources Information Center

    Klopfer, Eric

    2008-01-01

    New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…

  11. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    ERIC Educational Resources Information Center

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  12. Simulation/Gaming as a New Teaching Technology

    ERIC Educational Resources Information Center

    Sims, Henry P., Jr.; Hand, Herbert H.

    1973-01-01

    This article describes an approach developed at the Indiana University School of Business which utilizes simulation gaming to make the students aware of the difficulties of both problem solving and problem solution implementation, a task at which universities have been remiss. (JA)

  13. Practical Education Support to Foster Engineers at Manufacturing and Engineering Design Center in Muroran Institute of Technology

    NASA Astrophysics Data System (ADS)

    Kazama, Toshiharu; Hanajima, Naohiko; Shimizu, Kazumichi; Satoh, Kohki

    To foster engineers with creative power, Muroran Institute of Technology established Manufacturing and Engineering Design Center (MEDeC) that concentrates on Monozukuri. MEDeC consists of three project groups : i) Education Support Group provides educational support for practical training classes on and off campus and PDCA (plan-do-check-action) -conscious engineering design education related to Monozukuri ; ii) Fundamental Manufacturing Research Group carries out nurture research into fundamental and innovative technology of machining and manufacturing, and iii) Regional Cooperation Group coordinates the activities in cooperation with bureau, schools and industries in and around Muroran City. MEDeC has a fully integrated collection of machine tools and hand tools for manufacturing, an atelier, a tatara workplace, implements for measurement and related equipment designed for practically teaching state-of-the-practice manufacturing methods.

  14. Violent Video Games Recruit American Youth

    ERIC Educational Resources Information Center

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  15. A game-based decision support methodology for competitive systems design

    NASA Astrophysics Data System (ADS)

    Briceno, Simon Ignacio

    This dissertation describes the development of a game-based methodology that facilitates the exploration and selection of research and development (R&D) projects under uncertain competitive scenarios. The proposed method provides an approach that analyzes competitor positioning and formulates response strategies to forecast the impact of technical design choices on a project's market performance. A critical decision in the conceptual design phase of propulsion systems is the selection of the best architecture, centerline, core size, and technology portfolio. This selection can be challenging when considering evolving requirements from both the airframe manufacturing company and the airlines in the market. Furthermore, the exceedingly high cost of core architecture development and its associated risk makes this strategic architecture decision the most important one for an engine company. Traditional conceptual design processes emphasize performance and affordability as their main objectives. These areas alone however, do not provide decision-makers with enough information as to how successful their engine will be in a competitive market. A key objective of this research is to examine how firm characteristics such as their relative differences in completing R&D projects, differences in the degree of substitutability between different project types, and first/second-mover advantages affect their product development strategies. Several quantitative methods are investigated that analyze business and engineering strategies concurrently. In particular, formulations based on the well-established mathematical field of game theory are introduced to obtain insights into the project selection problem. The use of game theory is explored in this research as a method to assist the selection process of R&D projects in the presence of imperfect market information. The proposed methodology focuses on two influential factors: the schedule uncertainty of project completion times and

  16. Northrop Grumman TR202 LOX/LH2 Deep Throttling Engine Technology Project Status

    NASA Technical Reports Server (NTRS)

    Gromski, Jason; Majamaki, Annik; Chianese, Silvio; Weinstock, Vladimir; Kim, Tony S.

    2010-01-01

    NASA's Propulsion and Cryogenic Advanced Development (PCAD) project is currently developing enabling propulsion technologies in support of future lander missions. To meet lander requirements, several technical challenges need to be overcome, one of which is the ability for the descent engine(s) to operate over a deep throttle range with cryogenic propellants. To address this need, PCAD has enlisted Northrop Grumman Aerospace Systems (NGAS) in a technology development effort associated with the TR202 engine. The TR202 is a LOX/LH2 expander cycle engine driven by independent turbopump assemblies and featuring a variable area pintle injector similar to the injector used on the TR200 Apollo Lunar Module Descent Engine (LMDE). Since the Apollo missions, NGAS has continued to mature deep throttling pintle injector technology. The TR202 program has completed two series of pintle injector testing. The first series of testing used ablative thrust chambers and demonstrated igniter operation as well as stable performance at discrete points throughout the designed 10:1 throttle range. The second series was conducted with calorimeter chambers and demonstrated injector performance at discrete points throughout the throttle range as well as chamber heat flow adequate to power an expander cycle design across the throttle range. This paper provides an overview of the TR202 program, describing the different phases and key milestones. It describes how test data was correlated to the engine conceptual design. The test data obtained has created a valuable database for deep throttling cryogenic pintle technology, a technology that is readily scalable in thrust level.

  17. Mason Bee Habitations: Teaching Proper "Making" Skill through Authentic Engineering Design Contests. Resources in Technology and Engineering

    ERIC Educational Resources Information Center

    Cool, Nate; Strimel, Greg J.; Croly, Michael; Grubbs, Michael E.

    2017-01-01

    To be technologically and engineering literate, people should be able to "make" or produce quality solutions to engineering design challenges while recognizing and understanding how to avoid hazards in a broad array of situations when properly using tools, machines, and materials (Haynie, 2009; Gunter, 2007; ITEA/ITEEA, 2000/2002/2007).…

  18. Engineering and Technology: The Public's Perspective--Part 2: A Qualitative Analysis for the National Academy of Engineering.

    ERIC Educational Resources Information Center

    Doble, John; Komarnicki, Mary

    This report for the National Academy of Engineering's Office of Public Awareness represents the second phase of an examination of public opinion about engineering and technology. This document presents an analysis of six qualitative, focused group discussions or focus groups. Five of these groups were college educated Americans and one was…

  19. Impacts of Technological Changes in the Cyber Environment on Software/Systems Engineering Workforce Development

    DTIC Science & Technology

    2010-04-01

    for decoupled parallel development Ref: Barry Boehm 12 Impacts of Technological Changes in the Cyber Environment on Software/Systems Engineering... Pressman , R.S., Software Engineering: A Practitioner’s Approach, 13 Impacts of Technological Changes in the Cyber Environment on Software/Systems

  20. Designing Hypercontextualized Games: A Case Study with LieksaMyst

    ERIC Educational Resources Information Center

    Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H.

    2012-01-01

    Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…